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Which suggests more or less that in DX9 you can try to have the
transformes in a texture.
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Which suggests more or less that in DX9 you can try to have the
transformes in a texture.
Yes nVidia SM3.0 not ATIPossible uniquely with sm3, because with sm 2 you cannot have textures units in vertex shader.
You're wrongI am right in that instancing is SM3.0 right? T
There is a driver and extension for hardware instancing in OpenGL.Only Hardware instancing needs SM 3.0, and is limited to DX, afaik;
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CEGUI::utf8*)"InstancingDemo.layout");
mGUISystem->setGUISheet(mEditorGuiSheet);
//just show the tip overlay
Overlay*tipOverlay = Ogre::OverlayManager::getSingleton().getByName("Example/InstancingOverlay");
With nVidia cards and no shading, the lighting is black.In the demos, the entities seem to be darker when using instancing. With static geometry/separate objects they look fine. This is on a 6800 using the DirectX rendersystem.