PDA

View Full Version : Fixed Function Pipeline questions



alexione
29-03-2007, 07:24 AM
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

Clootie
01-04-2007, 09:41 AM
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/download_custom.html#D3Dex_TextDot3
http://www.clootie.ru/delphi/download_dx81.html look for "DotProduct3 sample "

alexione
02-04-2007, 05:32 PM
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