Where can I find shader instructions for GeForce2?
Resources for shader programming are scarce. Where do you get your information?
sawasdee krup, ka
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I see no one is replying. Is everybody as stumped as I am? When I said shader instructions I meant the assembly opcodes that work for programming the GeForce2 programmable pipeline. Also, what drivers would I need? I don''t know if that''s the right word...
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Well, if you want Geforce specific shader code, check out nvidia.com, they have a developer resource section that has tons of examples, and even a Cg compiler (C for graphics) that compiles C code into vertex and/or pixel shader programs. If you want ati shader code, ati.com has a very similar devloper section.
quote:
When I said shader instructions I meant the assembly opcodes that work for programming the GeForce2 programmable pipeline.
There are none, the GeForce2 has no programmable pipeline. It has only limited combiner capabilities, ie. a fixed set of equations with a fixed set of parameters, that you can attribute to the equation variables. The exact procedure depends on wether you use Direct3D or OpenGL.
quote: Original post by Ready4Dis
Well, if you want Geforce specific shader code, check out nvidia.com, they have a developer resource section that has tons of examples, and even a Cg compiler (C for graphics) that compiles C code into vertex and/or pixel shader programs. If you want ati shader code, ati.com has a very similar devloper section.
NO. I said I wanted assembly code resources. Or you may call it "low-level."
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quote: Original post by Yann L
There are none, the GeForce2 has no programmable pipeline. It has only limited combiner capabilities, ie. a fixed set of equations with a fixed set of parameters, that you can attribute to the equation variables. The exact procedure depends on wether you use Direct3D or OpenGL.
NO. You lie! Look! Three threads down in the Beginners Forum.
quote: Original post by Yann L
You can write Cg code that runs on a GeForce3. If you know exactly what you are doing, you can even write Cg code that runs on a GeForce2 or 1. And who besides me cares ? A lot of people, fortunately. High level shader languages are a very important milestone in the development of 3D graphics.
Here's the link:Nvidia CG - posted by shins. I saw what you posted and I got all excited. And I think that the GeForce2 is semi-programmable, but there just aren't enough public resources to delve into it.
[edited by - 63616C68h on February 24, 2003 6:23:06 PM]
Keep coming back, because it's worth it, if you work it, so work it, you're worth it!
For the GF2, the closest you''l get is either using GL_NV_register_combiners (and whatever the ARB equivilents are, GL_ARB_texture_env_combine & GL_ARB_texture_env_dot3 spring to mind for a start). Either that or use Cg and make sure to restrict yourself to commands that can eventually be reduced down to register combiners.
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quote:
I saw what you posted and I got all excited. And I think that the GeForce2 is semi-programmable,
It''s far less than ''semi-programmable''. Regcoms are pretty much all you can do.
And as I said in the other thread: "If you know exactly what you are doing, you can even write Cg code that runs on a GeForce2 or 1", with the emphasis on the ''you know exactly what you are doing'' part. Basically, you need to make sure, that your pixelshader only uses functions that can be represented with a 2 stage regcom setup. Of course, that will tremendeously limit your programs.
But that was about Cg. There is no shader-ASM for the GeForce2, since the GF2 GPU is not programmable with microcode, neither on vertex nor on pixel level.
OrangyTang: In English please, or can''t you explain it better?
Keep coming back, because it's worth it, if you work it, so work it, you're worth it!
And regcom means what in English? It seems like you're contradicting yourself. Are they or aren't they programmable?
EDIT: BUT YOU SAID THEY WERE!?!?
EDIT: Also, explain your reasoning in the matter of programming the graphics pipeline in a high-level language, but not being able to program it with machine level....?
[edited by - 63616C68h on February 24, 2003 6:36:16 PM]
EDIT: BUT YOU SAID THEY WERE!?!?
EDIT: Also, explain your reasoning in the matter of programming the graphics pipeline in a high-level language, but not being able to program it with machine level....?
[edited by - 63616C68h on February 24, 2003 6:36:16 PM]
Keep coming back, because it's worth it, if you work it, so work it, you're worth it!
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