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.
jamie
-----Original Message-----
From: gam...@li...
[mailto:gam...@li...]On Behalf Of
Brett Bibby (GameBrains)
Sent: 14 August 2002 02:29
To: gam...@li...
Subject: [GD-Consoles] Cg, HLSL, ?
Since there is another thread running in the algo list on shaders, and most
of the people here seem to be there too, I wanted to ask about how people
are handling shaders for multi-platform console work. We have a nice
development environment now that builds our runtime databases, but
implementing special effects on consoles like the PS2 is a headache. We
were considering writing a compiler for either HLSL or Cg that could then
have a platform-specific backend to solve the problem. It seems nVidia will
be releasing a reference implementation of the Cg compiler that has a simple
backend reporting tool and so we are leaning that direction at the moment.
Does this even seem viable to anyone? It's not that we don't want to take
advantage of each console's capabilities, but rather it is hard to do right
now because artists don't have enough tools to do so, but with a more
generic approach using Cg we could preview the stuff in Max that would
roughly show the final effect. How are other people getting special effects
implemented on consoles?
Thanks,
Brett Bibby
GameBrains
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