On 1/27/08, Kenneth Ostby <[EMAIL PROTECTED]> wrote: > Hi, > > Philipp Klaus Krause: > >I have some ideas about how the architecture of a shader unit might look > >like; you can find them at http://colecovision.eu/graphics/a_shader_unit.pdf > > Might I dare to suggest that you shorten that paper into a format that > is somewhat smaller, e.g. something similar to an extended paper. That > way we don't have to read through a 91 page document to get the basic > idea. > > While I found it an interesting 91-page read, but most people in here > has a lot of work to do. If you want your ideas to be easily accessible > to the general developer, their attention span is bordering on 4 pages. > Here you should focus upon your architecture, and its fundamental > features.
Agreed, although maybe 30% of the pages are blank. (Or they're blank for me.) I have at least 100 pages/day to read already, so alas I cannot get to read this whole thing for a while. But I have skimmed it, and the research and detail are spectacular. I'm keeping a local copy for later reference, because I know we're going to want to use this later. One thing I like about it is that it doesn't try to express all the concepts in code. There's explanation and theoretical analysis. This is the kind of thing we need to start with if we're going to design something new, because code can hard to work with when you have to refactor it significantly. -- Timothy Normand Miller http://www.cse.ohio-state.edu/~millerti Open Graphics Project _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
