Comments on: Pixel Shaders and Scenery https:/2006/10/pixel-shaders-and-scenery/ Developer resources for the X-Plane flight simulator Tue, 01 Feb 2011 18:54:19 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Benjamin Supnik https:/2006/10/pixel-shaders-and-scenery/#comment-1435 Mon, 16 Oct 2006 07:08:00 +0000 http://www.x-plane.com/dev_blog/?p=531#comment-1435 kaminari, you are 100% right about ps 1.1 and ps 1.4, but yes, we are targeting Pixel shaders 2.0, or as I call them, “real pixel shaders”. 🙂

When comparing OpenGL vs DirectX, what you’ll see is that PS 1.1 and PS 1.4 aren’t treated as “programmable” shaders in OpenGL, but rather as various versions of texture combining. We currently utilize the ARB tex-env combine extension, becuase it’s ubiquitous, but we do not try to utilize things like the nVidia register combiners or any other vendor-specific older shader power.

So what we need is Direct X’s “shader model 2”, or GLSL…the same cards run both.

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By: Anonymous https:/2006/10/pixel-shaders-and-scenery/#comment-1436 Sun, 15 Oct 2006 20:51:00 +0000 http://www.x-plane.com/dev_blog/?p=531#comment-1436 Unless you’re specifically targeting shader model 2.0 cards, the GeForce 3 definitely supports pixel shaders. I believe it was actually the first card with programmable pixel shaders (PS 1.1). The Radeon 8500 even has support for PS 1.4. That sure ain’t a lot of power by today’s standards, but with a bit of tweaking and compromise, you can run Oblivion on it!

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