Most gamers know of vertex and pixel shaders – they’re one of the bigger technologies being used in games for the PC and XBox/360 to make the game look better. But some of my friends occasionally ask why we have them, or what they do for us.
Read on for more information here.
#1 by MichaelK on August 19, 2007 - 10:41 am
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Hi Colin! Awesome article. Thanks. I especially like your use of analogies, since I don’t understand tech stuff very well.
#2 by Colin on August 21, 2007 - 7:21 am
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Glad you enjoyed, and that it was understandable. I want to provide information, not just another page full of confusing data that you have to already know a bunch of stuff to understand.
By the way, when’s the next game get-together?
#3 by Jason on August 22, 2007 - 8:55 pm
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Wow this is a great article. But there is still something that I haven’t been able to make sense of.
In using different shaders, do you have to choose between DirectX and OpenGL? I read that DirectX10 has Shader Model 4.0 now! But can OpenGL can use the same shaders?
Because I know DirectX keeps changing version numbers to support more shaders and upgrades obviously, but I don’t see different versions of OpenGL.
#4 by Colin on August 23, 2007 - 3:08 pm
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Well, I haven’t worked much with OpenGL, to be honest – most of my experience is using DirectX, or one of the platform-specific graphics APIs for the consoles. But the basic answer is that the shader system is something built in to the video cards, so any API can be created to take advantage of them.
As you say, DirectX is updated about every other month, so it’s able to keep up with (and help drive) the development of shaders, while OpenGL is updated much less frequently – like once every couple of years. I believe the newest version of OpenGL can use shader model 2.0, but that’s where they’ll stay until the next version of GL comes out. And DX10 is only available for Vista at the moment, so Windows XP can’t use shader model 4 (yet). There’s no hardware reason for this; MS is just trying to drive sales of Vista through this limitation.