i dont know if i am allowed to request a tutorial here, but can someone please post an extensive tutorial on HLSL vertex and pixel shaders, including anything i need to do within my main program. I just cant seem to understand them. I can replicate them fine, but thats not going to get me very far.
Thanks a lot, sorry if i am not ment to request things here,
esaptonor
full HLSL tutorial request
-
Baal Cadar
- Posts: 377
- Joined: Fri Oct 28, 2005 10:28 am
- Contact:
It's your lucky day. Someone already did these for you.
Here http://irrlicht.sourceforge.net/tut010.html
and here http://irrlicht.sourceforge.net/tut011.html
If these are not sufficient, please *specifically* state what you feel is missing.
If you want a tutorial on HLSL itself: I don't think you need something Irrlicht specific here. You can use any of the abundant tutorials on the net for this. Or use the one from the DirectX-SDK.
Both irrlicht tutorials mentioned above explain everything needed to get the shaders to work in Irrlicht. (material setup, parameter binding, etc..)
Here http://irrlicht.sourceforge.net/tut010.html
and here http://irrlicht.sourceforge.net/tut011.html
If these are not sufficient, please *specifically* state what you feel is missing.
If you want a tutorial on HLSL itself: I don't think you need something Irrlicht specific here. You can use any of the abundant tutorials on the net for this. Or use the one from the DirectX-SDK.
Both irrlicht tutorials mentioned above explain everything needed to get the shaders to work in Irrlicht. (material setup, parameter binding, etc..)
No offense 
I have done those tutorials already, and i understand how to get them working, but they dont give any information on how the shaders are working, and how the information defined in irrlicht works in the shaders etc.
I can get those tutorials working, but i now cant make a new shader because i dont understand how they work.
I was hoping someone could post a tutorial on HLSL, but at the same time tell me how the defined things within irrlicht are being used to get the effect etc.
I suppose i could just go find the directx ones, but thet wouldn't include the irrlicht specific stuff, and it wouldn't be as friendly! The main problem is just the understanding. I want to be able to understand everything that is going on.
thanks, and if you still think that i should just do the directx one, tell me and i will just do that.
I can get those tutorials working, but i now cant make a new shader because i dont understand how they work.
I was hoping someone could post a tutorial on HLSL, but at the same time tell me how the defined things within irrlicht are being used to get the effect etc.
I suppose i could just go find the directx ones, but thet wouldn't include the irrlicht specific stuff, and it wouldn't be as friendly! The main problem is just the understanding. I want to be able to understand everything that is going on.
thanks, and if you still think that i should just do the directx one, tell me and i will just do that.
-
Baal Cadar
- Posts: 377
- Joined: Fri Oct 28, 2005 10:28 am
- Contact:
Actually it suffices to learn shaders in general and HLSL with tutorials about those, like the sdk-one or any other from the net.
After you understand this, shader integration in irrlicht is straight forward and actually the tutorials 10 and 11 already explain it. The vertex stream in the vertex shader depends from the E_VERTEX_TYPE of your mesh buffer in Irrlicht. Meanign, you have always POSITION, COLOR, NORMAL and TEXCOORD0 ready to use in the shader as input semantics.
All uniforms input arguments are assigned in a video::IShaderConstantSetCallBack. This is described in the tutorial 10.
If you don't know what uniforms and input semantics are, these should be explained in the HLSL tutorials.
Your problem with the irrlicht tutorials is, if I may guess so, that you don't yet know about shaders and HLSL. With this knowledge, the tutorial is easy to understand.
So, yes, I do indeed believe, that a general HLSL tutorial will help you here.
After you understand this, shader integration in irrlicht is straight forward and actually the tutorials 10 and 11 already explain it. The vertex stream in the vertex shader depends from the E_VERTEX_TYPE of your mesh buffer in Irrlicht. Meanign, you have always POSITION, COLOR, NORMAL and TEXCOORD0 ready to use in the shader as input semantics.
All uniforms input arguments are assigned in a video::IShaderConstantSetCallBack. This is described in the tutorial 10.
If you don't know what uniforms and input semantics are, these should be explained in the HLSL tutorials.
Your problem with the irrlicht tutorials is, if I may guess so, that you don't yet know about shaders and HLSL. With this knowledge, the tutorial is easy to understand.
So, yes, I do indeed believe, that a general HLSL tutorial will help you here.
No offense 