Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: 1 [2]
  Print  
Author Topic: shade.  (Read 2540 times)
AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #20 on: April 06, 2008, 11:26:48 AM »

I spent some time the other night writing the introductory overview for the tutorials. I've shown it to a couple people and on the whole they say it's good. With a few constructive criticisms for refining certain areas. I thank them for giving it a read.

I thought it might be a good idea to open it up to a wider audience - as the introduction is important I think. I don't want people getting bored or confused before they even start with the tutorials.

If people could read this over and tell me what they like, what they don't like and anything that is too confusing. Also, if any shader guru's can tell me where the information is incorrect( I'm sure some of it is ).

Thanks.

Read it here: http://www.azazeldev.org/shade/wias.txt 
Logged

-...-
Squeeged third eye.

RuntimeError101
Customers
Community Member
*****
Posts: 180


« Reply #21 on: April 06, 2008, 01:02:58 PM »

Mmm, I feel like a master now.  Cool

I'll be looking forward to seeing the rest of these.  As far as I can tell (I'm the targeted audience, aren't I?) they're great and I'm anxious to see more.
« Last Edit: April 06, 2008, 01:09:42 PM by RuntimeError101 » Logged
newborn
Customers
Community Member
*****
Posts: 2417


WWW
« Reply #22 on: April 06, 2008, 03:49:59 PM »

Well thats a good tuto... Why don't you add it to the Wiki? With Zak's tuto, it would make the whole thing complete I think.
Logged

AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #23 on: April 06, 2008, 04:00:42 PM »

Thanks for reading it guys. Smiley

Well thats a good tuto... Why don't you add it to the Wiki? With Zak's tuto, it would make the whole thing complete I think.

I would. But I intend to release this text and a lot of others with shade. A large part of shade is going to be it's tutorial base. Wink
Logged

-...-
Squeeged third eye.

Zaknafein
Customers
Community Member
*****
Posts: 2593


WWW
« Reply #24 on: April 06, 2008, 04:42:23 PM »

Nice intro Arius!

Some comments/corrections/suggestions :

- Line 56 : Host/Game/App > Shader > Screen
I'm not sure if you want to go into that so early in the tutorial, but you could expand that to something like : Host/Game/App > Vertex Shader > Pixel Shader > Alpha/Stencil/Depth Testing > Screen

- Line 82 : How does one know that the end user has hardware capable of compiling your code? The answer is in checking device caps.
This is true, but it's so much simpler to make a shader with as many techniques as there are shader models and let TV3D fall back through them. I never check the device caps for shader compatibility, but I make sure that all my shader are SM2.0 compatible.

- Line 120 : declarion
Typo Smiley

- Line 182 : void FragmentProgram(in VertexToFragment IN, out FragmentToScreen)
Forgot the OUT variable identifier.

Also the bit about "spaces" is a bit hazy and feels unnecessary in an introduction, I thinks. But you could link to Wikipedia (coordinate space, ordered basis or linear map [what is used to go from one space to another]) for people who have a background in linear algebra. Or just skip it?
Logged

zaknafein.
>> the instruction limit : my blog & samples repository! <<
AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #25 on: April 06, 2008, 05:53:33 PM »

Nice intro Arius!

Some comments/corrections/suggestions :

- Line 56 : Host/Game/App > Shader > Screen
I'm not sure if you want to go into that so early in the tutorial, but you could expand that to something like : Host/Game/App > Vertex Shader > Pixel Shader > Alpha/Stencil/Depth Testing > Screen

- Line 82 : How does one know that the end user has hardware capable of compiling your code? The answer is in checking device caps.
This is true, but it's so much simpler to make a shader with as many techniques as there are shader models and let TV3D fall back through them. I never check the device caps for shader compatibility, but I make sure that all my shader are SM2.0 compatible.

- Line 120 : declarion
Typo Smiley

- Line 182 : void FragmentProgram(in VertexToFragment IN, out FragmentToScreen)
Forgot the OUT variable identifier.

Also the bit about "spaces" is a bit hazy and feels unnecessary in an introduction, I thinks. But you could link to Wikipedia (coordinate space, ordered basis or linear map [what is used to go from one space to another]) for people who have a background in linear algebra. Or just skip it?

Hehe, the typo/out has been fixed already. Cheesy

Line 56: You're right, but I personally found it easier to get my head around shaders once I had a grasp of what was going on. I will try to clarify it a bit though.

The spaces, hehe, I had a hard time trying to explain that. Even now, I know it in my head but I can't put it into words. I will probably skip and then link to those urls later on. Cheesy

Thanks. Wink
Logged

-...-
Squeeged third eye.

Zaknafein
Customers
Community Member
*****
Posts: 2593


WWW
« Reply #26 on: April 13, 2008, 03:27:49 PM »

Some feature I just thought about for Shade and I don't think it was mentioned before.

It would be sweet if the errors found while compiling would be highlighted in the code somehow. Like red wavy underline, or when you click on an error line in the log, jump to the line causing the error...
Logged

zaknafein.
>> the instruction limit : my blog & samples repository! <<
AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #27 on: April 13, 2008, 06:02:16 PM »

Some feature I just thought about for Shade and I don't think it was mentioned before.

It would be sweet if the errors found while compiling would be highlighted in the code somehow. Like red wavy underline, or when you click on an error line in the log, jump to the line causing the error...

Yeap, that one is already on my list( highlighting a line that errors ). I have a few bugs that I'm currently working out - aswell as a contest/compo project that is due next Monday. After that my entire focus will be shade. But for this coming week it'll be secondary to my competition entry.
Logged

-...-
Squeeged third eye.

adnanbobo
Community Member
*
Posts: 12


« Reply #28 on: April 23, 2008, 03:58:06 AM »

Great application. Good luck in the work. Looking forward for it
Logged
AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #29 on: May 13, 2008, 07:00:27 AM »

Thanks adnan.

Just wanted to let people know that I've continued work on this - after winning the gamedev.org contest( by default, noone else entered Cheesy ). I've been slowly doing things. The disassemble is in for example.

Logged

-...-
Squeeged third eye.

sciophyte
Customers
Community Member
*****
Posts: 207


« Reply #30 on: May 13, 2008, 09:49:16 AM »

grats on the default win!

Glad to see u back on this, can't wait.
Logged
sybixsus
Customers
Community Member
*****
Posts: 1048


WWW
« Reply #31 on: May 13, 2008, 07:58:14 PM »

As Homer Simpson would say "The two best words in the English language. De fault! De fault! De fault!"

In all seriousness, it does look bloody great, and would certainly be a lot more fun than messing about with NotePad++ which is what I currently find myself doing.
Logged
GD
Customers
Community Member
*****
Posts: 357

Josip Basic


« Reply #32 on: May 14, 2008, 06:53:28 AM »

Yep, this is great. Me also waits for this to replace SciTE...
Logged

tvsm.co.cc - TVSceneManager
AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #33 on: June 23, 2008, 09:07:58 AM »

Just wanted to give a quick update. I'm still working on this, the reason it hasn't been released is because it's exceptionally buggy right now. I use it on a daily basis, but, my usage is avoiding the bugs( cause I know where they are etc etc ). Anyway, I'm still working on it and I apologise for it taking so long. In the mean time, heres a nice little shot of it in action. Sorry about not cropping the second monitor, but if you look at the time in the shot you'll understand why I was lazy Tongue.

[click for big]


Logged

-...-
Squeeged third eye.

rootsage
Customers
Community Member
*****
Posts: 340


« Reply #34 on: June 24, 2008, 12:55:17 AM »

Hey, this definitely looks like a cool project. One question, how are you handeling the syntax highlighting? Are you using a custom solution or a 3rd party library for it? I tried my hand at writing my own for a PHP IDE, but it didn't work out to well, random lines would get cut short and stuff while typing Huh

Anyway, your editor looks cool, love the transparency too, very techy looking. When I get to the point where I am writing HLSL shaders, I will certainly use your editor.
« Last Edit: June 24, 2008, 01:27:46 AM by rootsage » Logged

"We would change the world, but God won't give us the source code..."

"Windows is a set of 32 bit extensions on a 16 bit shell for an 8 bit OS using a 4 bit kernel made by a 2 bit company that can't stand 1 bit of competition"
AriusEso
Customers
Community Member
*****
Posts: 305

Esoteric


« Reply #35 on: June 24, 2008, 04:33:15 AM »

I'm using a third party lib called SynEdit( http://synedit.sourceforge.net/ ). Wink
Logged

-...-
Squeeged third eye.

rootsage
Customers
Community Member
*****
Posts: 340


« Reply #36 on: June 24, 2008, 05:08:39 AM »

Awesome, thank you, I am going to check it out. Again, your editor is looking great Cheesy
Logged

"We would change the world, but God won't give us the source code..."

"Windows is a set of 32 bit extensions on a 16 bit shell for an 8 bit OS using a 4 bit kernel made by a 2 bit company that can't stand 1 bit of competition"
Pages: 1 [2]
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks