Per pixel lighting without register combiners
#1
Posted 11 September 2003 - 04:20 PM
someone have some ideas about how realize a per pixel lighting model in OpenGL without using nVidia register combiners ?
#2
Posted 11 September 2003 - 06:11 PM
#3
Posted 11 September 2003 - 10:22 PM
I want to realize a good lighting system for my game engine and I have decided to use a per pixel lighting instead of per vertex light and lightmap that I think are obsolete.
#5
Posted 12 September 2003 - 12:22 AM
#6
Posted 12 September 2003 - 09:47 AM
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#7
Posted 12 September 2003 - 09:32 PM
#8
Posted 13 September 2003 - 11:30 PM
reason one: it does not have floatingpoint but only 9bit fixedpoint math (or 10bit)
reason two: it cannot excecute that much instructions
reason three: it cannot do programable texture fetches, only confiruable predefined settings, and thats it
but the main reason: its no dx9 card. because ARB_fragment_program == ps2.0
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....
#9
Posted 13 September 2003 - 11:39 PM
#10
Posted 14 September 2003 - 02:12 PM
OpenGL renderer string: GeForce4 Ti 4600/AGP/SSE/3DNOW! OpenGL version string: 1.4.0 NVIDIA 43.49 OpenGL extensions: GL_ARB_depth_texture, GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_point_parameters, GL_ARB_shadow, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_window_pos, GL_S3_s3tc, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_shared_texture_palette, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array, GL_HP_occlusion_test, GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence, GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_multisample_filter_hint, GL_NV_occlusion_query, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_register_combiners, GL_NV_register_combiners2, GL_NV_texgen_reflection, GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NVX_ycrcb, GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow
So anubis, you must be mistaken. Unless you were running in software mode.
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#11
Posted 14 September 2003 - 05:03 PM
#12
Posted 14 September 2003 - 10:56 PM
I have some news for you. I have used Cg for a simple Per Pixel lighting system (specular + diffuse) and it works very well.
#13
Posted 14 September 2003 - 11:18 PM
you should rather rely on fragmen/vertex programs. you could use the cg compiler to generate those and hand optimize them. please don't use the cg runtime. also writing the assembler programs isn't much harder if you are used to it, believe me. i won't touch a hlsl again until glslang is out.
#14
Posted 15 September 2003 - 02:13 AM
#15
Posted 15 September 2003 - 03:05 AM
- it's still buggy
- looking at the glslang spec you will notice that it's design is much clearer
- overall CG is just a big PR campaing to promte nvidias line of gforce cards
#16
Posted 15 September 2003 - 03:28 AM
glslang is only for opengl.
ain't I right?
#17
Posted 15 September 2003 - 03:34 AM
#18
Posted 15 September 2003 - 07:51 AM
Where can I find glslang spec ?
#19
Posted 15 September 2003 - 05:34 PM
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#20
Posted 04 October 2003 - 07:22 AM
However you should understand one thing - CG is not supported for Fragment shaders (or pixel shaders) by ATI. So that puts you pretty much in a fix.
Cg is elegant yes. It helps in faster coding - not really.
GLSlang - find it in opengl.org its a link on the right.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












