Vertex Programm Compatibility
Hi,
I only wonder if Vertex Programms written for OpenGL on a Geforce3 also work on a ATI Readon?
I ask because there are 2 different Extensions.
"Vertex Programs"? Explain; what extentions are you using? I suggest you implement it so that it runs even when the extentions are not available. This is a good practice, it insures that (even if it doesn''t look as cool) your program will run on other cards.
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Alex BroadwinA-Tronic Software & Design-----"if you fail in life, you were destined to fail. If you suceed in life, call me.""The answer is out there.""Please help, I'm using Windows!"
On a similar topic, can I write vertex program code that will run (or be emulated) on ANY card - even a TNT2?
to ATronic:
I thought to implement it, but I''m still planning.
The Extension I meant is: GL_NV_vertex_program
I ask beacuse the new Readon Chip also has a programmable GPU, and I wondered if I can use it with the same Programm. Of course, for other cards I need to use the old render pipeline of OpenGL.
to bakery2k1:
I don''t think that you can emulate the GPU-Programms. You have to use the normal GL-Renderpipeline.
I thought to implement it, but I''m still planning.
The Extension I meant is: GL_NV_vertex_program
I ask beacuse the new Readon Chip also has a programmable GPU, and I wondered if I can use it with the same Programm. Of course, for other cards I need to use the old render pipeline of OpenGL.
to bakery2k1:
I don''t think that you can emulate the GPU-Programms. You have to use the normal GL-Renderpipeline.
Isn''t that a NVIDIA specific extention? Maybe I''m wrong... But if I''m right, that could limit the cards it will work on.
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Alex Broadwin
A-Tronic Software & Design
-----
"if you fail in life, you were destined to fail. If you suceed in life, call me."
"The answer is out there."
"Please help, I''m using Windows!"
Alex BroadwinA-Tronic Software & Design-----"if you fail in life, you were destined to fail. If you suceed in life, call me.""The answer is out there.""Please help, I'm using Windows!"
In OpenGL (it''s a different story in D3D 8.0), nVidia''s and ATI''s ways of doing things with the programmable pipe are very different and don''t work with each other. nVidia''s way is string-based and ATI''s proceedural.
What you need is an intermediate language which you parse and build the actual shader depending on the card. If the shader will not work on the card, it guesses what it''s doing and controls the fixed function pipe to mimic it.
Good luck.
What you need is an intermediate language which you parse and build the actual shader depending on the card. If the shader will not work on the card, it guesses what it''s doing and controls the fixed function pipe to mimic it.
Good luck.
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