Dave.D
05-07-2002, 06:28 AM
I plan on purchasing a GF3 in the near future, and while I can consider myself relatively familiar with OGL coding, I have yet to even begin experimenting with the newer hardware features of the nVidia boards - namely the vertex and pixel shaders. While it may be a bit premature, I'm curious to know if a pixel shader can be applied to the entire display, or if it is limited only to geometry. Ideally, I'd like to send the final rasterized image through an algorithm or something similar before the page-flip.
I guess what I'm asking is if a pixel shader can be developed in a manner in which it behaves similar to a post-production process. An example would be simulating over-exposed film or rendering full coloured scenes in black and white. Traditionally, I would use a combination of billboards and masks as well as modify the texture images themselves. I'm hoping that with the new hardware features I would be able to develop a process that is more portable and does not require editing of the underlying scene.
Of course, I may just be completely off base in my expectations, but that's exactly why I'm posting here.
Thanks in advance,
Dave
I guess what I'm asking is if a pixel shader can be developed in a manner in which it behaves similar to a post-production process. An example would be simulating over-exposed film or rendering full coloured scenes in black and white. Traditionally, I would use a combination of billboards and masks as well as modify the texture images themselves. I'm hoping that with the new hardware features I would be able to develop a process that is more portable and does not require editing of the underlying scene.
Of course, I may just be completely off base in my expectations, but that's exactly why I'm posting here.
Thanks in advance,
Dave