These demos were written to the current DX9 runtime, and many details
have changed in the past year (more specific discussions should really
happen on Betaplace).
After modifying Voxel to validate under the new runtime, NV40 and
RefRast results match (neither looks like the results under DX 9.0b).
Cloth does not; however, the NV40 results look like either a driver bug,
or an app issue that I missed... I didn't spend a lot of time trying to
get these working.
Ante P said:991060 said:You can use 3danalyzer to extract ASM.
In all the Pixel SHader 3.0 output I get this before each shader:
///////////////Pixel Shader - start//////////////
ps_3_0 not supported yet...
Or "vs_3_0 not supported yet..." where applicable.
But there still is output in there.
I have uploaded the 1 MB file in case anyone wants to have a go:
http://www.nordichardware.com/UndaC/shaders.out
SegaR&D said:overclocked said:I know we have a couple a guys from the company here soo can´t you hint something, plz...
There's a better chance of george bush giving you a tour of Area 51
Kristof said:Well it works on the refdevice...
Kristof, can you confirm what NVidia was saying above? Is the refrast giving you incorrect images with your updated voxel demo?Kristof said:Well it works on the refdevice...
Mintmaster said:Kristof, can you confirm what NVidia was saying above? Is the refrast giving you incorrect images with your updated voxel demo?Kristof said:Well it works on the refdevice...
tb said:The Cloth demo is nearly working, after some small mods(only minor stuff, driver-bug/prob. releated), VSDisplayPhaseB.vsh seems to be like the problem shader - so no cloth in the final image :
hstewarth said:... Also if the demo detects the ID of video card for special effect - then they maybe never the same.
Kristof said:Hmmm... <shrug>
tb said:Kristof said:Hmmm... <shrug>
setteing the render tagets do D3DFMT_A32B32G32R32F helps a little bit, the cloth is now displayed, but a little bit wrong....
Thomas
An application can query if a format is supported as a vertex texture by calling IDirect3D9::CheckDeviceFormat with D3DUSAGE_QUERY_VERTEXTEXTURE.