What new 3d effects and functionality will VS3/PS3 enable?

handbrake2

Newcomer
What lighting or shading models would benefit from this, and looking forward, what functionality do you expect DX10 to allow that isn't currently handled by DX9?

Regards,
Handbrake2.
 
VS 3.0 supposedly adds a texture read in the vertex shader. This should allow for hardware-accelerated programmable displacement mapping, for one. You could also use it to make the vertex shader "save" position of vertices it moves, "loading" the positions the next frame, for further CPU-offloading of dynamic systems.
 
Over at www.driverheaven.net there is a thread for interview questions for Richard Huddy. In my own, stumbling, way, I asked a similar question.

There is no update on the status of accepting questions or the ETA for the interview the last time I checked, however.

:oops: ROFL, I should have read down the forum list a bit...the interview is posted! :oops:
 
Btw, I just looked it up in the MSDN:

A sampler register is an input register for a vertex shader, which is used to identify the sampling stage. There are four vertex shader sampling stage registers: s0 to s3. Four texture surfaces can be read in a single shader pass.
This is a quote from the DX9 VS 3.0 spec.

Update:
Oh, and here's the URL talking about Vertex Textures, if you're so inclined.
 
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