Shop for All

  GeForce GTX 295 Red Edition Video...

Compare the top 5 lowest prices by hovering your mouse over the product names on the left

$587.77
GeForce GTX 260 Video Card GeForce GTX 260 Video Card $172.99
DMX-WL1 BRAVIA Wireless Link -... $499.99
Radeon HD 4850 Video Card Radeon HD 4850 Video Card $99.99
GeForce 9800 GT 512MB DDR3 $99.99
See More Products...
All about Graphics Cards
 Latest Graphics Cards articles
All Graphics Cards articles
 Graphics Cards performance charts
All performance charts
 Latest Graphics Cards news
All Graphics Cards news

Newsletters


Need help ?
  • Ask your question about IT issues
  • Post

Partners

The Games selection

crazy : PC Breakdown What is worst than a Fatal Error occuring during a game you did not save? Unleash your rage at your PC in this game. Blow it to pieces, it feels so...
action : Line Rider Beta 2 The new version of Line Rider! With the pencil tool make a line from the left top to the right bottom. use the hand to move the line if needed and...
Ads

Sponsored links

Vertex Shaders and Pixel Shaders

12:06 PM - 01/16/2002 by Dom Penfold

It was nearly a year ago that Microsoft released their latest version of DirectX. At the time, they said that the changes they'd made to the architecture were probably the biggest since DX5. Like a lot of people, I just assumed that this was typical marketing talk, but as it turns out, the new architectures introduced in DX8 have substantially changed the way that programmers should work with the graphics hardware available to them.

In this article I'll discuss the pros and cons of the shader architecture for developers, and give you my opinions about the way games programmers are going to have to change to accommodate this new architecture.

Some of the discussion is going to be a little dry as architecture very often is, so I'll warn you now that this article is going to be split into a few sections. For the real beginners to this topic, I'll go through a brief introduction to the overall graphic pipeline, and what each element does. The next section will talk about some of the specific differences between the shader architecture introduced in DX8 and the traditional approaches available in DX7. Finally, I'll discuss some of the changes that are going to be needed so that graphics engines can take advantage of these new technologies, along with some examples of their typical usage.

The Graphics Pipeline

The use of graphics engines in games is still a relatively young field. Only ten years ago the cutting-edge graphics engines were written as a hodgepodge of quick hacks and assembler inner loops. Only since the advent of graphics cards (and API's that try to take advantage of them) have people started to look at ways of breaking down the rendering process into a set of logical blocks. At the moment, the graphics engine can be described simply as three different processing blocks:


The typical processing blocks of a graphics pipeline.
Talkback
Comments are closed on this page.

Sponsored links