ATi have put up some new cool papers:
http://www.ati.com/developer/index.html
I find this from one those papers quite interesting:
"ps.1.4 is a good preparation for how to think about ps.2.0 pixel shaders
• Unified instruction set
• Floating point pixel pipeline
• Think vectors, not colors
• rcp, rsq etc
• 16 textures
• 64 ALU ops, 32 texture ops
• Flexible dependent texture reads
• Up to four levels of dependency"
Especially rcp and rsq in a pixel shader drew my attention, I didn't know that level of functionality were supposed to get into the fragment shading pipeline just yet, but if it's supposed to be here in the ps2.0 compatible hardware (which I suppose R300/NV30 will be) then that's certainly very cool It could certainly be used to create a very nice lighting model, no more doing pervertex halfvectors for specular lighting
http://www.ati.com/developer/index.html
I find this from one those papers quite interesting:
"ps.1.4 is a good preparation for how to think about ps.2.0 pixel shaders
• Unified instruction set
• Floating point pixel pipeline
• Think vectors, not colors
• rcp, rsq etc
• 16 textures
• 64 ALU ops, 32 texture ops
• Flexible dependent texture reads
• Up to four levels of dependency"
Especially rcp and rsq in a pixel shader drew my attention, I didn't know that level of functionality were supposed to get into the fragment shading pipeline just yet, but if it's supposed to be here in the ps2.0 compatible hardware (which I suppose R300/NV30 will be) then that's certainly very cool It could certainly be used to create a very nice lighting model, no more doing pervertex halfvectors for specular lighting