Hello Ventuzians!
THE FORUMS ARE CLOSED!

Please join our discord server HERE!! << click me :D

We are shutting our Ventuz Forum, but don't worry, it will all be archived for you to search in if you have a query. From now on, please add all your comments, questions or observations into our Discord Server

Thanks for the great time - see you on discord!!
Dee, Karol, Daniel and the whoooole Product and Support team!

New HLSL Shader Semantics in Ventuz 3.07.01

Here you can share your work with other users.

Moderator: Support

Post Reply
User avatar
Dierk Ohlerich
Posts: 74
Joined: 10 Jul 2012, 09:01
Location: Hamburg, Germany

New HLSL Shader Semantics in Ventuz 3.07.01

Post by Dierk Ohlerich » 22 Aug 2012, 13:47

In Ventuz 3.07.01 you can access all fixed function lighting state and some texture state as shader semantics. To explain how to use it, I prepared a little demo. This allows you to react to light and texture nodes in your own shaders.

In this example you can switch between a HLSL shader node and the normal fixed function pipeline for comparison. You can modify the shader as you like.

The shader implements per pixel lighting using static branching, which performs well. The shader also implements a subset of the texturing features, but this implementation might be too slow for some purposes. To get it perform acceptable, you would need to limit it to the options your application really requires. If you study the shader disassembly, you will understand what I mean.

All lighting calculation is done in camera space.
2232-SasTextureInfo.vza
A Ventuz Archive with the Demo
(16.71 KiB) Downloaded 554 times
-- Dierk Ohlerich

Post Reply