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DarkBASIC Professional Discussion / Is There A Limit To The Number Od Shaders...

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Red Ocktober
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Posted: 9th Nov 2004 11:39
... that can be used in a single project?

what im asking is... is it practical to use 20 different shaders at one time on a group of connected models in order to constuct an interior of a building, or a ship with interior and decks?

i've had some limited success with one of the bumpmap shaders, and before i proceed much further, if there's anyone with experience using multiple shaders for complex models, i'd appreciate their experience and any info and/advice...

thx

--Mike
Mobiius
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 9th Nov 2004 21:02 Edited at: 9th Nov 2004 21:02
you can load as many as you want but performance is limited to GFX card speed, system speed, GFX memory. Etc.

The better the gfx card/system performance the more you can use. Trial and error I guess.

1800+ XP - GeforceFX 5600 - 256MbDDR - 60Gb Hdd - XP Pro
Red Ocktober
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Posted: 9th Nov 2004 21:50
thanks Mo for the info...

--Mike
Shadow Robert
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Location: Hertfordshire, England
Posted: 9th Nov 2004 21:51
depends what shaders your trying to run... shader formats 1.1/2.0 have limitations on the length of the shader you can run, and if you have multiple shaders they will each take new cycles meaning that in order to have a decent framerate and not waste GPU power you need to link them up and try to reuse code.


Red Ocktober
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Posted: 9th Nov 2004 22:47 Edited at: 9th Nov 2004 23:03
k Raven... thx...

i'm primarily using one of Matt's bumpmapping shaders... the code doesn't look very extensive, but i found that an attempt to use it on more than 3 objects got me in a lil trouble (i didn't see the shader effect on the object, it was all black)...

... though this may have been due to a coding error on my part, either in the DB code or in setting up the textures in the .fx file code.

since the implementation in DB defines the texture filename in the .fx code, i am making a different .fx for the same shader (normal map) for each object that has a diferent texture applied to it, then linking the objects together to for a single assembly


bow on encounter with a WWII uboat at 200 meters

in short, i wind up with several effects (set object effect() ), which are variations (primarily textures are the only difference) of the same shader (normal map).

anyway, i'll play with it again... and, thanks again for your insights on this.

--Mike
Emperor Baal
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Location: The Netherlands - Oudenbosch
Posted: 11th Nov 2004 07:10
That's a, pretty dark.. uhm... ship

Nicholas Thompson
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Location: Bognor Regis, UK
Posted: 11th Nov 2004 07:21
Let us know how it goes

Red Ocktober
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Posted: 11th Nov 2004 07:22 Edited at: 11th Nov 2004 07:27
... you go down 200 meters in the north atlantic Emperor B... and you'd be lucky if you saw this much light... much less the submarine (not ship) that was about to run over you...

of course the pic is dark... i really hadn't planned on posting it... as soon as i get this shader stuff down pat, i'll post some better, more lighter ones...


will do Nicholas... and Thanks Again for all the help with those ocean waves...

right now i'm evaluating 3DGS, DBPro, and Blitz to see which one looks like it'll be worth finishing up this sub sim in...

i really want to try to get some nice bumpmapping effects on the sub interiors/exteriors, and reflective sea shaded effect on your waving ocean...

i'll keep you updated...

--Mike

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