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Thread: fxPascal

  1. #1

    fxPascal

    Anyone used fxPascal for building vertex and fragment shaders for opengl :?: If so any idea where I can find some documentation in english
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  2. #2

    fxPascal

    IIRC fxpascal compiles down to vertex/fragment assembler code, but now you want your shaders to be passed to driver as GLSL source.
    There are only 10 types of people in this world; those who understand binary and those who don't.

  3. #3

    fxPascal

    Thanks for the tip I'm just startng to look into shader technology (my current system barely supports it in emulated mode) and I have to admit it can get a bit confusing, but if GLSL is the one to use then I'll use it
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  4. #4

    fxPascal

    i've tried both. i used to write shader programs in assembler instructions but i tried fxPascal and implemented it in my last engine. It generally worked pretty neatly but it had a few shortcommings when working with multiple rendertargets and arrays and such. but generally i like it.

    Glsl.. well i've used it a bit and frankly i don't see why i should use it. I havent' been able to find any reasons.

    if it doesn't come with a pdf with all commands and syntax included then it is in Seth, an IDE for fxPascal
    Peregrinus, expectavi pedes meos in cymbalis
    Nullus norvegicorum sole urinat

  5. #5

    fxPascal

    GLSL compiler is build in driver, while fxPascal translates to ARB vertex and pixel shader assmbler. And this really makes a reason!

    For example:
    * GLSL is more feature rich.
    * Vendor driver can better optimize your code at higher level (and I bet vendor drivers doen't know anything about "style" & shortcuts of assembler code produced by fxPascal).

    Sure, if anyone aims at GeForce3 level hardware - when it's better to code directly in assembler.
    There are only 10 types of people in this world; those who understand binary and those who don't.

  6. #6

    fxPascal

    And for a GLSL Ide, i can recomend shaderdesigner, it's quite smooth:

    http://www.typhoonlabs.com/index.php...erdesigner.htm
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

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