Game Development Community

Has anyone tried using shaders in tq?

by Jane Austen · in Torque Game Engine · 05/01/2002 (8:32 am) · 12 replies

Hi!

Has anyone tried using shaders in torque? Any suggestions and comments are appreciated.

#1
05/01/2002 (10:21 am)
I have tried and suceeded in using Shaders in Torque and Phil Carlisle is working on a shader pipeline.

My work is experimental, in the sense that I am doing research into what fluid-rendering effects can be achieved in torque and not a permanent shader language pipeline, I'll leave that to Phil. :)

To be specific, my work is limited to the nVidia chipset as I'm using specific extensions provided by those cards. I'm then going to rationalise the work to be more generic, hopefully using some of Phils' work.

- Melv.
#2
05/01/2002 (10:28 am)
To elaborate a bit on my plans for shader support.

Stage 1: Get hardware based shaders working for NVidia and ATI cards under OGL.

Stage 2: Find someone to do the same for DX hardware shaders.

Stage 3: Fixup the art content pipeline to enable shaders direct from art package to game (Max, Maya or whoever supports hardware shaders). (James "Defiant" is down to do this stage).

Stage 4: Add software shader "fallback" using the Q3A shader language as a base.

Note: this isnt necassarily in order. I might do step 1 then 4 :)) but you get the idea.

The intention is that shaders are defined in a shader file, if hardware shaders are available, they will be used, otherwise a software shader (effectively a scripted way to setup the render states) will be used.

Hope thats clear. Dont have an ETA yet.

Phil.
#3
05/01/2002 (11:23 am)
Hey! You two really do a great work!

I am not sure if you know this URL:www.3dlabs.com/support/developer/ogl2/sourcecode/index.htm
This is the OpenGL 2.0 shading language compiler, and uses a C style shading language rather than the assembly. I think it may be helpful for phil.

I want to try some NVSDK effects in TQ, to render some scene objects, but I don't know where to start. May I just leave the NV_vertex_program in the OnRender() function? Or what procedures I should follow?

Any suggestions are appreciated!
#4
05/01/2002 (11:32 am)
Jane,

First of all, you will require the render support. I've extended the appropriate headers for Torque to allow for access to nVidia OpenGL extensions under the Win32 platform.

If you are happy working under these constraints for the moment then I would be glad to send you the appropriate support files. I will say now though that I do not have time to support these files and you will be on your own with them. I want to spend my time developing my code and not supporting it until I release it.

If that's ok then I would be happy to send it to you.

- Melv.
#5
05/01/2002 (11:38 am)
Oh Melv, that's great! I am really looking forward to that. Thank you in advance!
#6
05/01/2002 (11:50 am)
Jane,

Does that mean you want me to send you the files then?

If so, then please let me know your email as it is not in your profile. Either post it here or send it to 'melv.may@btinternet.com'.

- Melv.
#7
05/01/2002 (1:13 pm)
Okay, my e-mail: /* blah blah */
Thank you!
#8
05/01/2002 (1:23 pm)
Email sent.
#9
05/01/2002 (2:40 pm)
Oh, sorry, Melv, I mistook spelling my e-mail server name since I was receiving a phone then :p Sorry. Could you please re-send the mail with the corrected e-mail?

Thank you.
#10
05/02/2002 (8:46 am)
Email resent. :)
#11
05/25/2002 (2:17 pm)
I am just wondering if you guys have gotten any further on this yet. I was going to go about implementing pixel shaders myself, but if you're going to have a structure that will be put in place to create them (3dsMAX support would be very nice).. then I'll hold off. Let me know, thanks.

Justice
#12
05/26/2002 (4:10 am)
Hi,

As far as I know there has been no further work (that has been mentioned) on a shader pipeline in Torque.

It may still be on Phils list so if you are interested in doing it then I would suggest contacting him and perhaps getting together on this.

Good luck. 8)

- Melv.