Re: hlsl2glsl

2007-12-12 Thread H. Verbeet
On 12/12/2007, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > Just to add that msdn states that > > "Direct3D 10 limits the use of assembly language to that of debugging > purposes only, therefore any hand written assembly shaders used in > Direct3D 9 will need to be converted to HLSL." > > http://

Re: hlsl2glsl

2007-12-12 Thread luis . busquets
strategy towars the implementation of this next D3D release. > That HLSL2GLSL is written by ATI is absolutely no issue. It is released > under > an open source license and we can make use of the code. The philosophy you > suggest is more of a problem. > > Keep in mind that getting sh

Re: hlsl2glsl

2007-12-10 Thread Stefan Dösinger
transforming the HLSL code. > 2. The Implementation for D3DX9 of the "possibility" to store the HLSL > source code, transfomr it to GLSL and use the card resources to compile > the latter, so that a mor loyal executable in relation to the HLSL is at > the video card. T

Re: hlsl2glsl

2007-12-10 Thread luis . busquets
y" to store the HLSL source code, transfomr it to GLSL and use the card resources to compile the latter, so that a mor loyal executable in relation to the HLSL is at the video card. > > The hlsl2glsl project isn't that useful. It was discussed a long time. One > of the reasons is

Re: directX 10 and hlsl2glsl

2007-12-10 Thread Stefan Dösinger
Am Samstag, 8. Dezember 2007 20:42:05 schrieb Sònia Xapellí Brú: > I know there was some discussion concerning the use of hlsl2glsl and > that it is not directly useful as it seems that the conversion to > assembler is necessary in d3d9. Nevertheless, when it comes to > d3d10,Sh

Re: hlsl2glsl

2007-12-10 Thread Roderick Colenbrander
> hlsl2glsl is the good solution for implementing shaders on directX 10. > Nevertheless, the hlsl compilation to tokens has to be done for d3d9. On > the other hand, if we implement d3dx9_xx, it is likely that the > application will be using the compile D3DX9CompileShader to get

Re: hlsl2glsl

2007-12-10 Thread H. Verbeet
On 10/12/2007, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > What do you all think and in particular David? > In the first place, I think this is all irrelevant without having an actual d3d10 implementation. Second, you'll need a proper implementation of the SM 4.0 implementation either way, beca

hlsl2glsl

2007-12-10 Thread luis . busquets
hlsl2glsl is the good solution for implementing shaders on directX 10. Nevertheless, the hlsl compilation to tokens has to be done for d3d9. On the other hand, if we implement d3dx9_xx, it is likely that the application will be using the compile D3DX9CompileShader to get the tokens. Currently it

directX 10 and hlsl2glsl

2007-12-09 Thread Sònia Xapellí Brú
I know there was some discussion concerning the use of hlsl2glsl and that it is not directly useful as it seems that the conversion to assembler is necessary in d3d9. Nevertheless, when it comes to d3d10,Shader Model 4 relies only in source code and forbids the programmers from implementing

HLSL2GLSL

2006-11-15 Thread Ian Macfarlane
ATI has released software called HLSL2GLSL which converts D3D9 High Level Shader Language (HLSL) into the OpenGL equivalent GLSL. It's open source, and appears to be under a BSD license, so may be possible to integrate into WINE (I'm not sure if it's old or new BSD license). The

HLSL2GLSL

2006-11-15 Thread Ian Macfarlane
ATI has released software called HLSL2GLSL which converts D3D9 High Level Shader Language (HLSL) into the OpenGL equivalent GLSL. It's open source, and appears to be under a BSD license, so may be possible to integrate into WINE (I'm not sure if it's old or new BSD license). The

Re: HLSL2GLSL

2006-11-15 Thread Roderick Colenbrander
ed for free, dx10 is a different case though) Regards, Roderick Colenbrander > ATI has released software called HLSL2GLSL which converts D3D9 High > Level Shader Language (HLSL) into the OpenGL equivalent GLSL. > > It's open source, and appears to be under a BSD license, so may

HLSL2GLSL

2006-11-15 Thread Ian Macfarlane
ATI has released software called HLSL2GLSL which converts D3D9 High Level Shader Language (HLSL) into the OpenGL equivalent GLSL. It's open source, and appears to be under a BSD license, so may be possible to integrate into WINE (I'm not sure if it's old or new BSD license). The