arb assembly tutorials?
arb assembly tutorials?
Hello,
anyone have any good resources for learning OpenGL ARB assembly?
EDIT: Since this is so high in google results for "arb assembly", I'll update my list of tutorials here -
Currently I have:
http://www.devmaster.net/forums/showthread.php?t=280
http://petewarden.com/notes/archives/20 ... gra_2.html
http://www.renderguild.com/gpuguide.pdf
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
http://glbook.gamedev.net/moglgp/downloads/AppA.pdf
Also the official specs, but they are a bit overwhelming:
http://oss.sgi.com/projects/ogl-sample/ ... rogram.txt
http://oss.sgi.com/projects/ogl-sample/ ... rogram.txt
anyone have any good resources for learning OpenGL ARB assembly?
EDIT: Since this is so high in google results for "arb assembly", I'll update my list of tutorials here -
Currently I have:
http://www.devmaster.net/forums/showthread.php?t=280
http://petewarden.com/notes/archives/20 ... gra_2.html
http://www.renderguild.com/gpuguide.pdf
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
http://glbook.gamedev.net/moglgp/downloads/AppA.pdf
Also the official specs, but they are a bit overwhelming:
http://oss.sgi.com/projects/ogl-sample/ ... rogram.txt
http://oss.sgi.com/projects/ogl-sample/ ... rogram.txt
Last edited by xDan on Tue Apr 05, 2011 9:12 am, edited 1 time in total.
It's supposed to be more widely supported. e.g. on older systems and on integrated intel graphics, netbooks... a fair amount of people don't have GLSL support.
CG could be another option, I've heard it can target arb assembly... but right now I can't be bothered to download the CG toolkit. And learning a low level language might be educational for me![Smile :)](./images/smilies/icon_smile.gif)
CG could be another option, I've heard it can target arb assembly... but right now I can't be bothered to download the CG toolkit. And learning a low level language might be educational for me
![Smile :)](./images/smilies/icon_smile.gif)
I think that's the way all compiled languages work, don't they?
e.g. C++ code gets converted to assembly by the compiler
But i think older GPU's lack this GLSL to ARB compilation feature.
Not that i know anyone who owns such a GPU.
Even though i'm from Cambodia.![Smile :)](./images/smilies/icon_smile.gif)
EDIT: which reminds me of line from IT Crowd
e.g. C++ code gets converted to assembly by the compiler
But i think older GPU's lack this GLSL to ARB compilation feature.
Not that i know anyone who owns such a GPU.
Even though i'm from Cambodia.
![Smile :)](./images/smilies/icon_smile.gif)
EDIT: which reminds me of line from IT Crowd
I'm sorry, are you from the past?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
No, as far as I can gather, GLSL is not converted to ARB asm.
arb assembler is actually a language in its own right (apparently it's not even actual assembler, there is some other step where it is optimised and stuff by the driver)
There's a lower level "microcode" thing that both arb asm and GLSL are compiled to.
> Not that i know anyone who owns such a GPU.
You don't know anyone with a netbook?
or anyone with integrated intel graphics over a couple of years old?
...
I take it no one has any tutorials then?![Razz :P](./images/smilies/icon_razz.gif)
arb assembler is actually a language in its own right (apparently it's not even actual assembler, there is some other step where it is optimised and stuff by the driver)
There's a lower level "microcode" thing that both arb asm and GLSL are compiled to.
> Not that i know anyone who owns such a GPU.
You don't know anyone with a netbook?
![Smile :)](./images/smilies/icon_smile.gif)
or anyone with integrated intel graphics over a couple of years old?
...
I take it no one has any tutorials then?
![Razz :P](./images/smilies/icon_razz.gif)
Do seriously want people to play games on netbooks?
People with shitty HW usually don't play games.
Except for Tetris.
People with shitty HW usually don't play games.
Except for Tetris.
Nope. Their production has been stopped before the rise of the Internet.xDan wrote:I take it no one has any tutorials then?
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
> Do seriously want people to play games on netbooks?
Yes I do. There's Intel AppUp for a start. And there's so few new 3D games that would work on a netbook, who knows, there might be opportunities there.
> People with shitty HW usually don't play games.
> Except for Tetris.
That's nonsense. Did you miss the whole casual games thing? Not everyone upgrades their PC every 5 weeks.
It also seems a bit odd that my simple puzzle game should have higher gfx requirements than Doom 3. Especially if it's not even necessary to achieve the effects I want.
> Nope. Their production has been stopped before the rise of the Internet.
OH VERY FUNNY!
Yeah, I get your opinion: it's based on technological elitism and not useful to anyone developing (or at least attempting to develop) commercial apps.
Yes I do. There's Intel AppUp for a start. And there's so few new 3D games that would work on a netbook, who knows, there might be opportunities there.
> People with shitty HW usually don't play games.
> Except for Tetris.
That's nonsense. Did you miss the whole casual games thing? Not everyone upgrades their PC every 5 weeks.
It also seems a bit odd that my simple puzzle game should have higher gfx requirements than Doom 3. Especially if it's not even necessary to achieve the effects I want.
> Nope. Their production has been stopped before the rise of the Internet.
OH VERY FUNNY!
Yeah, I get your opinion: it's based on technological elitism and not useful to anyone developing (or at least attempting to develop) commercial apps.
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guys do not bash on dan
they are right that the casual games market is a VERY good place to be making money.
practically everyone in developed countries has some form of mobile entertainment. and clever little puzzle/physics based games are really fun and people DO buy them, since they are also usually cheap.
in my city i know several people who work at firms that have sections dedicated to making casual games for mobile devices and they are very well off financially.
![Smile :)](./images/smilies/icon_smile.gif)
they are right that the casual games market is a VERY good place to be making money.
![Cool 8)](./images/smilies/icon_cool.gif)
practically everyone in developed countries has some form of mobile entertainment. and clever little puzzle/physics based games are really fun and people DO buy them, since they are also usually cheap.
in my city i know several people who work at firms that have sections dedicated to making casual games for mobile devices and they are very well off financially.
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
![Wink ;)](./images/smilies/icon_wink.gif)
Handhelds - sure. But netbooks? I'm sorry, but i just don't buy it.
Anyway, if you really want to support all kinds of HW, you can also kind-of fake shaders on the software. Post processing would be the easiest one, things like per pixel lighting hard. I think you could use some kind of SW deferred rendering - instead of processing the g-buffers on the GPU, you would process them with CPU.
Anyway, if you really want to support all kinds of HW, you can also kind-of fake shaders on the software. Post processing would be the easiest one, things like per pixel lighting hard. I think you could use some kind of SW deferred rendering - instead of processing the g-buffers on the GPU, you would process them with CPU.
irrRenderer 1.0
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
Height2Normal v. 2.1 - convert height maps to normal maps
Step back! I have a void pointer, and I'm not afraid to use it!
-
- Posts: 363
- Joined: Thu Dec 16, 2010 8:50 pm
- Location: Somewhere in the clouds.. drinking pink lemonade and sunshine..
why not netbooks? i do... when i am bored.
tremulous is a fun game to play on netbook. im not the biggest fan, i will admit, i prefer my desktop to my netbook for gaming any day, but on a long ride on the metro i will take out my netbook and yes play.![Smile :)](./images/smilies/icon_smile.gif)
tremulous is a fun game to play on netbook. im not the biggest fan, i will admit, i prefer my desktop to my netbook for gaming any day, but on a long ride on the metro i will take out my netbook and yes play.
![Smile :)](./images/smilies/icon_smile.gif)
ent1ty wrote: success is a matter of concentration and desire
at a cost measure in computer resourcesButler Lampson wrote: all problems in Computer Science can be solved by another level of indirection
![Wink ;)](./images/smilies/icon_wink.gif)
> Handhelds - sure. But netbooks? I'm sorry, but i just don't buy it.
Well, I'm not certain, but it's worth a try. Especially since it'll also enable me to support older PCs as well. Puzzle game fans probably are not in the same bracket as FPS players.
Software stuff is interesting but probably slow and likely quite difficult for me to do. assembly shaders should give some extra support with fairly minimal effort on my part.
> Intel irony: The 945g can do GLSL & OpenGL 2 under linux, but not windows
That's funny
Well, at least Linux is getting the upper hand for once.
Probably I'll look at Cg when I find assembly is too complicated for me.
Well, I'm not certain, but it's worth a try. Especially since it'll also enable me to support older PCs as well. Puzzle game fans probably are not in the same bracket as FPS players.
Software stuff is interesting but probably slow and likely quite difficult for me to do. assembly shaders should give some extra support with fairly minimal effort on my part.
> Intel irony: The 945g can do GLSL & OpenGL 2 under linux, but not windows
That's funny
![Laughing :lol:](./images/smilies/icon_lol.gif)
Probably I'll look at Cg when I find assembly is too complicated for me.
Just in case anyone is interested or comes here from google...
Here's probably the most useful thing I've found so far:
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
Here's probably the most useful thing I've found so far:
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
http://developer.nvidia.com/docs/IO/823 ... rogram.pdf
Try to search on google with this : "ext:pdf intext:OpenGL ARB assembly"
I have found this :
http://oss.sgi.com/projects/ogl-sample/ ... .10.59.pdf
http://www.renderguild.com/gpuguide.pdf
http://www.ceng.metu.edu.tr/courses/cen ... rogram.pdf
http://raphaello.univ-fcomte.fr/ftp/NVi ... Lspecs.pdf
I have found this :
http://oss.sgi.com/projects/ogl-sample/ ... .10.59.pdf
http://www.renderguild.com/gpuguide.pdf
http://www.ceng.metu.edu.tr/courses/cen ... rogram.pdf
http://raphaello.univ-fcomte.fr/ftp/NVi ... Lspecs.pdf
//When I wrote this, only God and I understood what I was doing
//Now, God only knows
//Now, God only knows