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Bsnes 0.88 download2/16/2024 reading the tutorial if you've found yourself understanding what it is about and then finding the next paragraph talks about "something completely different"! I am interested to know, at which step, did the tutorial jump off in a strange direction for you? i.e. Thanks for all your help! I'll correct the doc. when i catch some time I can upload the tutorial there. since nobody here is well versed in glsl the only way is for everybody to help test them. there are few things that nvidia will accept but ati will not but this shows at compile time. using NVIDIA or AMD cards)? -> I imagine they should. Do all video cards supporting GLSL give the same results, or could some GSLS programs do not work, or give different results, with different hardware (e.g. I suppose one should say that the artist MUST test the shader in-game with both GLSL support enabled and disabled: the shader has to display something "reasonable" for all users. but really anybody who thinks of writing glsl programs should learn glsl using Polydraw or similar, reading tutorials on glsl, etc When you will have some time, can you write down a list of the GLSL programs included in OA 0.8.8 package, explaining what they do? -> sure, I'll also try to comment them. Until this is done, a way of telling the difference are few uniform variables that should be part of the postprocessing program and have no place in shader glsl programs. define a variable in the glsl program and if that is detected only allow this program for postprocessing). Is there a way to distinguish a GLSL program adapt to be used in a shader from one adapt to be used for postprocessing? -> I guess engine could be modified for this to work (i.e. shaders with 'program' keyword execute correctly with glsl disabled i actually need to remove the changes I did to the pak files in order to play online again :) I cannot really help you with the most "technical" part, I'm noob with shaders! When you will have some time, can you write down a list of the GLSL programs included in OA 0.8.8 package, explaining what they do? Is there a way to distinguish a GLSL program adapt to be used in a shader from one adapt to be used for postprocessing? com/wiki/File:Islanddm.jpg (a screenshot of the same map, but without GLSL) ( DO NOT LINK) h t t p s : / / openarena. com/wiki/File:R_postprocess_edges.jpg (a screenshot with the "edges" GLSL program active) You could place example screenshots of GLSL postprocess effects. I imagine also the "skip" program "works" only when r_ext_vertex_shader is 1, right? I suppose this could be expressly said. What about placing also a normal screenshot of the same scene, but without GLSL active, to compare the differences? You should see something like this: (SCREENSHOT)
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