Original Post
Hi, I saw in the thread [D3D] do you use the programmable pipeline that this term is mentioned by Namethatnobodyelsetook.
Quote:What does he mean by this? Does it mean that I can still learn shaders but the effects will be emulated by the CPU? I'm not sure what it is. Please help. Also, I also found a thread Modern Graphics Engine Design where SimmerD said something about using vertex shaders in lower end machines.
A *huge* number of effects become possible with programmable vertex processing, which can be emulated on the CPU for older hardware, so lack of hardware isn't a good excuse for not using the programmable pipe.
Quote:One big reason that I can't get started learning shaders is that my video card doesn't support one (so I'm stuck with FFP) and shamefully, I don't have any money to buy one. It would really be nice if I can do this with my old card and the only difference will be which of the hardware will implement it. I'm really hoping that you can help me with this. Thank You
Regarding lower-end machines : In many engines, the #1 thing you can do to improve performance and quality on lower end machines is to use vertex shaders ( even in software ). By trying to use fixed-function T&L, you can waste more CPU with low batch sizes ( due to constantly switching world matrices, and turning lights on & off ) than you spend in the SW vertex shader routines. By using vertex shaders, you can also do a better job setting up the fixed function texture blending pipeline than the fixed T&L pipe could. For instance, you could never do averaged L bump mapping in the fixed pipe, but it's easy in vertex shaders.