"This isn't right, this isn't even wrong."
- Wolfgang Pauli
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Query FailedNeoKenobi
Sunday, August 8, 2004

By the way, you figured out a nice shader tweak for Doom III Humus.

NeoKenobi
Sunday, August 8, 2004

Does this WGF also allow the use of OpenGL? Or are we all forced to use D3D?

Nadja
Saturday, August 7, 2004

hihi

Brandlnator
Thursday, August 5, 2004

the effect looks nice, but is not usable in games.
@all without hlsl support: install the damn latest drivers and stop spamming...

MesserFuerFrauSchmid
Wednesday, August 4, 2004

XNA and D3D will likely merge into WGF for Longhorn (guess someone was not following to well at Meltdown )

Humus
Wednesday, August 4, 2004

Well, if the bottleneck is in the vertex pipeline, then this technique will be a slowdown. If on the other hand the fragment shader is the bottleneck, then this technique will be a speed-up. How large of an increase you get depends on how complex the fragment shader is. The more complex, the higher the gain of using this technique.

Vitiy
Tuesday, August 3, 2004

Humus - RESPECT!

btw// To use with Ati mobility 9600/9700 download latest drivers and modify them with:

http://www.driverheaven.net/patje/files/Dhmodtool1.7.exe

Humus
Tuesday, August 3, 2004

I guess it could be a cool thing, but I don't know enough about it. I get the impression that it's more or less just a bigger version of D3DX.

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