Fafalada said:Vertex of course, once you have enough of them, you don't need any pixel operations at all except "paint single color"
Fafalada said:Vertex of course, once you have enough of them, you don't need any pixel operations at all except "paint single color"
ERP said:Obviously only my opinion, but while instruction counts in vertex shaders will rise, it will only be a marginal change. Pixel shaders will have 10's, possibly 100's of times the instruction count that they had in the XBox era.
That kinda depends on how you'd generate the geometry in the first place - I wasn't exactly thinking of just having it all stored explicitly.And your going to solve the geometry aliasing problem how?
Fafalada said:That kinda depends on how you'd generate the geometry in the first place - I wasn't exactly thinking of just having it all stored explicitly.And your going to solve the geometry aliasing problem how?
ERP said:Fafalada said:......And your going to solve the geometry aliasing problem how?
......
To be honest I see your point, I just don't see the point of throwing away a perfectly good solution (texturemaps) and trying to solve the problem a different way for the sake of it.
I know it's theoretically possible to do phong on todays hardware, but are any games really doing it? I suspect almost all xbox games are using regular linear (gouraud) interpolation of the normalmaps.Tahir said:We are already on to Phong Shading in the PC space I believe.
I didn't mean that it was gouraud, only that tangent space normal mapping interpolates the normals across the polygon, in the same linear fashion gouraud interpolates colours.MfA said:Gouraud uses linear interpolation inside the tri of the shading results at the vertices themselves ... if it uses per pixel shading it isnt gouraud anymore period.
That's the same thing I repeat all the time..trying to sound like a broken recordMfA said:As for geometry aliasing, you guys will have to find out how to use dynamic geometry LOD ... no matter how much of a bitch it is. Your worry, not mine
nAo said:That's the same thing I repeat all the time..trying to sound like a broken recordMfA said:As for geometry aliasing, you guys will have to find out how to use dynamic geometry LOD ... no matter how much of a bitch it is. Your worry, not mine
We need to switch to 'different' geometry representations..ok, that's the last time I write that on B3D..I promise!