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Thread: Fixed Function Pipeline questions

  1. #1

    Fixed Function Pipeline questions

    Hi, all!

    I have a project where I need to implement several features in rendering engine using Shader 2.0 compatible graphics card. The project was originally written to use Fixed Function Pipeline, and there is not really much time in my schedule to translate everything to Shaders. Anyway, here are my questions:

    1. Is it possible to use Geometry Blending (D3DRS_VERTEXBLEND and stuff) together with shaders? Basicly, is it possible to setup DirectX such that it transforms geometry using bones, and then I use shaders to render it?

    2. Can I be sure that I have TEMP register in FFP when I work with Shader 2.0 compatible graphics card?

    3. Does anybody have experience with implementation of Bump Mapping using FFP (D3DTOP_DOTPRODUCT3)?

    Thans in advance!
    Aleksa
    blog: http://alexionne.blogspot.com/

  2. #2

    Fixed Function Pipeline questions

    1) Yes, it's possible to use fixed function TnL with pixel shader 2.0. But note, that PS 3.0 require you to used VS 3.0 (well, NVIDIA drivers allow you to use FF TnL with PS 3.0, but nobody else does)

    2) Techinically - yes. But it actually depends on driver to implement it. So you have to check that D3DPMISCCAPS_TSSARGTEMP is reported by driver.

    3) I have some examples that use DOT3:
    http://www.clootie.ru/delphi/downloa...D3Dex_TextDot3
    http://www.clootie.ru/delphi/download_dx81.html look for "DotProduct3 sample "
    There are only 10 types of people in this world; those who understand binary and those who don't.

  3. #3

    Fixed Function Pipeline questions

    Thanks for your answer! I hoped I could rely on TEMP register but it seems that I'll have to do the hard work On the other hand, it is actually great news that I can use FF for TnL and PS for some nice shading!

    Best,
    Aleksa
    blog: http://alexionne.blogspot.com/

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