Thread: DirectX Shaders
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Old 29-11-2008, 07:35 PM   #34
poopipe
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Quote:
Originally Posted by Buzzy View Post
The shadows are completely handled by max, so I have no control over how they are rendered. I could take a shot at doing my own shadows, but that might be a rather time-consuming endevour.

What kind of anti-aliasing are you refering too? Do you want anti-aliasing on the edges of models?

Most of what I've learned about this stuff I learned by picking apart shaders made by others. It was an EXTREMELY steep learning curve at first. The Microsoft online reference is fairly helpful once oyu get going a little bit.
http://msdn.microsoft.com/en-us/libr...61(VS.85).aspx
It also really helped that I took several years of programming classes in school.
shadows : oh right. doesn't really sound like it's worth the hassle does it?

anti-aliasing : yeah - your standard FSAA. After reading a bit I'm now assuming that's lower level than the shaders

refs : Thanks very much I should have thought of microsoft really but I'd been concentrating on OGL as it's what we use at work.
I try not to think about anymore but I spent a few years coding for a living - some of it in C so I'm familiar enough with syntax etc. I just don't know much about the graphics pipelines or 3d maths.
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