HellKnight
06-13-2001, 01:34 AM
Hey!
Well, I'm trying to make an OpenGL portal based engine using the per-pixel lighting features of the GeForce cards. So I have to use their register combiners. That wouldn't be a problem if there was a general RC interface that could be used with ALL GF crads, no matter how general combiners stages or texture units they have. Unfortunately, that's not the case. For example dot3 bump mapping needs THREE rendering passes on a GF2 card, and only ONE pass on a GF3 board. Further more, the register combiners are configured totally different, so no code-reusing is possible...
So I'm trying to make a generalized RC configuring interface that works on all GF cards. It could be easier than I may think, but then I read of something calles NVparse(...and NVasm). So far I know, NVparse is used to configure the RCs using configuring strings, so that could be easily incorporated into an existing shader system... And to be honest, I've no ideas what NVasm is for...
Maybe you? And what about the NVparse solution and the other one?
Thx for any help, guys
[This message has been edited by HellKnight (edited 06-13-2001).]
Well, I'm trying to make an OpenGL portal based engine using the per-pixel lighting features of the GeForce cards. So I have to use their register combiners. That wouldn't be a problem if there was a general RC interface that could be used with ALL GF crads, no matter how general combiners stages or texture units they have. Unfortunately, that's not the case. For example dot3 bump mapping needs THREE rendering passes on a GF2 card, and only ONE pass on a GF3 board. Further more, the register combiners are configured totally different, so no code-reusing is possible...
So I'm trying to make a generalized RC configuring interface that works on all GF cards. It could be easier than I may think, but then I read of something calles NVparse(...and NVasm). So far I know, NVparse is used to configure the RCs using configuring strings, so that could be easily incorporated into an existing shader system... And to be honest, I've no ideas what NVasm is for...
Maybe you? And what about the NVparse solution and the other one?
Thx for any help, guys
[This message has been edited by HellKnight (edited 06-13-2001).]