View Full Version : Beginning Advanced?
06-06-2002, 04:45 PM
Ok, i want to start adding features into my game that work w/ my geforce3. I have downloaded several demos for things such as per-pixel lighting. I dont get to see everything thats going on. Also i cant find a really good intro into advanced features on the web. If you have some and would post them that would be great. I have visited the nvidia developer page many times and get the Coursepapers. I just dont get how to use the vertex program, registry combiners, ect. in my code. If you could help me out that would be great.
06-06-2002, 06:26 PM
Download the NVIDIA OpenGL SDK. There are tons of examples in there that will show you how to do all kinds of stuff.
06-06-2002, 07:58 PM
I have the SDK it just doesn't explain alot of it "comments" i mean.
06-07-2002, 08:42 AM
The ability to keep going when the paved road stops is a very important part of a good engineer, and can only be learned by doing. No time like the present!
(The desire to leave the paved road just for the adventure is the cause of many missed deadlines, however :-)
06-07-2002, 10:32 AM
There are some very simple vertex program examples on my site, with (hopefully) nice comments.
Hope you find something of use there.
06-07-2002, 09:28 PM
Nutty, i have been to your page plenty of times and find it a great resource area but something like the basics behind the Register Combiner code i couldn't understand on how or why you did the things you did. I needed the basics to understand your code. but i found a good site and am on my way. Like the tangent_bump!
06-08-2002, 12:50 AM
First of all, if you want to learn how to use vertex program, check the nv extensions specifications. About using the register combiners, you can do that with or without nvparse. With nvparse - check the course paper about nvparse with the resgiter combiners. Without nvprase - again, check the specifications to the extension. There are many useful course papers on nvidia's site, and after reading them and the specifications, I am sure you will understand how to use VPs and RCs.
06-08-2002, 01:00 PM
Thanks for your support and i will look at all the coursepapers i can find dealing w/ the RC's. Thanks again!
06-08-2002, 02:14 PM
for fast understanding: look at the powerpointslices, they are quite wonderful to understand how an ext works internally (means to understand why they are so complicated (rc's) or why they are so irritatingly in dependencies (textureshaders)) its all quite easy once you got how the hw is designed (from a programmers view), and nvidia has sweet presentations of the register combiners, the textureshaders etc.. i think they are with the nvsdk..
Jeffry J Brickley
06-08-2002, 06:30 PM
One other thing you might try to keep in mind when looking at a demo. Keep in mind cross utilization and new uses of techniques. You might look at a fire demo and see the ideas for a true volumetric cloud. As the man said, when the line and pavement stop, if you can keep going it is a very good sign. Practice, learn, and tweak. Take the demos, tweak the code, see what happens. I've crashed many machines, but the end result NOW is fewer crashes now that I know more, and faster and better looking software than I ever expected. http://www.opengl.org/discussion_boards/ubb/smile.gif And I am still learning.
06-09-2002, 09:18 PM
The following article helped me getting started
"special effects with current graphics hardware" http://www.inf.ufrgs.br/~comba/papers/tutorial-graphics-hardware.pdf
nothing you wouldn't find in the nvidia-docs but easy to read.
The following assignment might help, too : http://www.cs.brown.edu/courses/cs224/proj/intro.pdf
It guides you through the first steps.
06-10-2002, 05:37 AM
I saw in live the presentation of the paper in http://www.inf.ufrgs.br/~comba/papers/tutorial-graphics-hardware.pdf
when I was at SIBGRAPHI. Really good.
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