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WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)

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cooldude234:
Well I kind of ran into some neat things, and some bad things...

One shading doesnt seem to work on ANY ati cards properly, and all non gaming machines, pretty much any machine that doesn't have a nvidia card with 1 gig or more of ram and made as of 2008 pretty much doesnt support anything higher than opengl 1.5 (which opengl 2.0 is needed for glsl)

So this may be more of a question to steve, meaning it probably will never be answered, but with the slight glimmering hope in me, I just, just hope it can be and will be answered.

Does anim8or use a fixed function pipeline for its shading, or does it actually use modern shaders?
For the for the renders built for anim8or (scanline and raytracer), do they use a predesigned shader program or are they using a customly written one?

Any other thoughts on how to get shading on machines using opengl between 1.1 and 1.5?

cooldude234:
P.S. OOH DO I EVER HATE ATI SO MUCH!!!

Claude:
Scanline and raytracer  renderers are software only.Videocard
not used at all.
The Opengl renderer requires  2.0.So,it probably uses
GLSL.
In the viewport,to see all the implemented features,you need
Opengl version 1.4.Shaders are used. 1.4 is the first version supporting
shaders.It's an assembly type of language,but you can use the Cg compiler
to output a source.
Don't loose too much time on this,it's really outdated.
Get an Opengl 2.0 card.If you can afford it,3.0 or 4.0 would
be even better.

Hope this helps.
Bye
Claude

cooldude234:
Well its not so much for my computer, my main computer handles opengl 4.0. Its more so about the people who don't have the computers that can use it.
My moms machine is only 2 years old and it can only run 1.5. Might be able to get to work on her machine using the arb functions, but not on older machines using ati.

I think I might now a method that can work without shaders at all. In theory it should but I haven't tried it out yet, nor do I know how fast it could run. If this theory of mine does work though, you could have the equivalent of shaders using opengl 1.1 on machines from year 2000.

right now about 30 minutes ago actually, I just got camera functions in for first person, third person and what ever view you need. Next, I might try and do some real time raytracing (I've only programed that in 2d before!)

P.S I know scanline and raytracer are software renderers, I just wanted to know how they were implemented. I thinking it might be possible to use it in the opengl pipe line system...
and I still really hate ati

megapheesh:
really miss cre8or, I had entire worlds built and now they are lost  :'(   cant wait for an alpha or beta test !!!!

props for taking on this desperately needed project!

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