On 03/28/2011 09:59 AM, res wrote: > Next step would be to run around and look for issues/visual glitches ;)
It seems that the translucent crystal's outline sometimes produces artifacts like white pixels/lines :p > One thing to do is to try different levels. Though there are probably a > number of “issues” where the deferred rendering itself isn't guilty, but > rather a shader is lacking (e.g. we don't really have DR-capable shaders > for terrain yet). How do I run the demo using another test scene? I only found it in the "startme" executable so far. Is it possible to switch to forward rendering inside the demo? > Short answer, yes. > > Long answer... the less API changes, the better. I think the API > (interfaces) etc. is already flexible enough to deal with “unified > programs”. > The main concern would be that existing shader files continue working. > But that is actually more of a change in the shader parser. (Wrap > separate programs into one ”unified” program that just calls out to the > separate progs.) I must say that parsing is not my strengh. I wonder that a basic setup of GLSL shaders and VP/FP unification would only require some XML parser calls to recognize some GLSL-specific tags/whatever? Also, do you support tess/geom shaders in Cg? If I add them in GLSL then maybe I should add them in Cg too to be consistent. ------------------------------------------------------------------------------ Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security demands of your customers. Businesses are taking advantage of Intel(R) vPro (TM) technology - will your software be a part of the solution? Download the Intel(R) Manageability Checker today! http://p.sf.net/sfu/intel-dev2devmar _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
