In Blade II (XBox version) we used around 150 vertex shader variants
(assembled and compiled from code fragments as and when required), about
five pixel shaders (hand written), and a lot of TSS setups (we don't have a
count of them).
On StarTopia I can't remember exactly how many we used, but from the code a
32-entry hash table was sufficient and efficient for materials that
represented the TSS states. I've also found a bit of code that pre-validated
the 29 most common materials, so there can't have been that many more. Of
course, StarTopia was a fairly simple game in terms of materials - no
bumpmapping, limited multitexture, etc.
It's wierd going back into code you wrote more than a year ago. It's all
half-remembered, but full of suprises.
Tom Forsyth - purely hypothetical Muckyfoot bloke.
This email is the product of your deranged imagination,
and does not in any way imply existence of the author.
> -----Original Message-----
> From: Javier Arevalo [mailto:ja...@py...]
> Sent: 14 August 2002 13:36
> To: gam...@li...
> Subject: Re: [GD-Consoles] Cg, HLSL, ?
>
>
> Jamie Fowlston <ja...@qu...> wrote:
>
> > the only really viable solution i've heard of is to give the artists
> > access to a library of shaders, and reimplement them per platform.
> > not great, but it works.
>
> I agree. Could you people guesstimate the number of different
> material /
> shader types used in their games? I would assume at most a
> few dozens (with
> many of them being variations of a few). Anything under 40 is
> clearly a job
> for hand-crafting them. Even if you have an automated system, you will
> definitely leave the option to hand-optimize the most used
> (or less optimal
> when automated) ones.
>
> Javier Arevalo
> Pyro Studios
>
>
>
>
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