shaders
- Dan Duncombe
- Member
- Posts: 904
- Joined: Thu May 09, 2013 21:11
- Location: In the unknown depths of Earth
Go to the settings tab and enable shaders.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
My Games: Nostalgia Realtest Revamped
Servers: See above games.
I am working on the assumption that this is a suitable place to post this.
The links in the reply above shed light on the matter of comparing GLSL shaders to HLSL shaders. I am hoping that someone will find the pages beyond the links to be useful, but past experiences seem to indicate that the Minetest community is hostile towards the prospect of shaders being made for Direct X.
I found out about a project that will attempt to add DirectX 11 support to Irrlicht today. The link to it is below:
http://graphicexperiences.wordpress.com ... _and_dx11/
This was originally posted in the topic where Fess puts the links to his 64-bit builds. Basically, there are only GLSL shaders right now, and Direct X doesn't work with those. I suggested a number of times before that there should also be shaders for Direct X, just as there are for OpenGL. Why would this be a good idea, you might ask? For starters, Minetest has more calculations to perform than most games do (since it is a sandbox game made up of boxels,) so it needs to make use of CPU and RAM constantly. For some computers, using Direct X is easier than using OpenGL. These factors mean that even though those computers can get away with running OpenArena, Cube 2, and Xonotic in OpenGL, they may not be able to do the same with Minetest.Inocudom wrote:They do indeed appear to be in there. They might be in the folders test_shader_1, test_shader_2, test_shader_3.Fess wrote:Latest dev build of minetest x64 v0.4.7, commit fe4ce03d52:
http://yadi.sk/d/zsSHNOiR6R41m
P.S. All of current opengl shaders are placed in \client\shaders\ ?
I found a few articles that compare HLSL and GLSL shaders. Anyone that is interested should give them a read.
http://msdn.microsoft.com/en-us/library ... 66865.aspx
http://www.opengl.org/discussion_boards ... ifferences
http://gamedev.stackexchange.com/questi ... glsl-vs-cg
The links in the reply above shed light on the matter of comparing GLSL shaders to HLSL shaders. I am hoping that someone will find the pages beyond the links to be useful, but past experiences seem to indicate that the Minetest community is hostile towards the prospect of shaders being made for Direct X.
I found out about a project that will attempt to add DirectX 11 support to Irrlicht today. The link to it is below:
http://graphicexperiences.wordpress.com ... _and_dx11/
Last edited by Inocudom on Wed Jul 03, 2013 21:56, edited 1 time in total.
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Bump mapping is now part of Minetest, and RealBadAngel is seeking to add parallax mapping to it. Of course, this will take some time. Be patient.
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