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Old 04-06-2005, 06:23 AM   #21
jleslie
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It just struck me that I've never mentioned the Media Player Classic here, and I've meant to for some time.

Why it's interesting is it allows you to make up shaders and apply them to the video you're playing. It might be an interesting way to play with shaders and experiment. From the new features list (a version or two ago):

"Pixel shader effects and a little editor with basic autocomplete abilities. Requirements: dx9 renderless output mode + textured 3d blending + video card with pixel shader support (v2.0+ prefered). Besides the fun it can be used as a little sandbox to experiment with shaders in real-time. The code you write gets compiled on-the-fly and applied onto the video. Disassembled code and other compiler messages can be viewed in the output window. Even if you can't program in any language, there are a few samples to get you started."

Available here: http://sourceforge.net/projects/guliverkli/
or more directly: http://prdownloads.sourceforge.net/g...4.zip?download

Jim - any use?
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Old 04-06-2005, 08:03 AM   #22
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I'm running Media Player Classic (love it!) but these websites detect that I am not running WMP9.
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Old 04-07-2005, 02:26 AM   #23
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All the books on shaders come with RenderMonkey, which is a program that allows you to play with shader code and see the effects immediately. While I still have major problems figuring out the shaders themselves, my biggest question is: Where and how does the shader code fit into MY code. For example, in 3D programs, there are some things which are done once, like loading a mesh or texture, and some things which are done every frame, like moving, deforming, or displaying that object. Shader code just seems to lump all these things together, while in my code they are spread out all over the place. RenderMonkey knows how to interpret the commands, but I don't.
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Old 04-07-2005, 02:51 AM   #24
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God, I hate programming books. My favorite kind are the ones that make the assumption you already know how to do what it is they are writing the book to tell you how to do...
Bat rays? We don't need no stinking bat rays!
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Old 04-07-2005, 09:42 AM   #25
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Jim, I assume you are using the DX9 SDK. Look at the BasicHLSL sample, this should get you going.
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Old 06-07-2005, 04:26 PM   #26
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I just realised I forgot to say this - Jim, both ATi and Nvidia have teams of people to support programmers using their chips, perhaps you could try them? (I've designed graphics cards using chips from both of them, and there always seemed to be 100x more software support available than there was for the hardware. Which as a hardware engineer isn't good, but for you might possibly be?)
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Old 06-07-2005, 09:49 PM   #27
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I went that route with 3Dfx, designing software for a certain chipset using an advanced and elegant 3D interface - Glide. Big mistake. DirectX, with its universal compatability, is the only way to go.
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Old 06-08-2005, 01:40 AM   #28
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I was just suggesting they have people who could suggest how to get the shaders inserted into the Direct-X code, not using one of their suites.
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Old 06-08-2005, 09:21 AM   #29
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Jim won't use outside help. Period.
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Old 07-06-2005, 12:22 PM   #30
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Hi im new on the forumz, but appreciate Jims work ever since the first version came out (LOOOONG time now )

Amm has anyone concidered using any GAME developing SDK? Maybe HL2 Source, and then exporting the shaders.

Or maybe Nvidias own Cg shader programing language. Great shader source site.

Ask some guru on some forumz, amybe anonimousely some author of an elaborate (shader using) screensaver that allready exists.

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Old 07-06-2005, 09:23 PM   #31
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I'm going down to Reichart's office next Tuesday for a day when we all sit around and try to figure out how shaders work.
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Old 07-12-2005, 02:07 PM   #32
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Good plan Jim. Those guys at Prolific are geniouses.
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Old 07-12-2005, 03:05 PM   #33
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genii?
Mark
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Old 07-12-2005, 03:15 PM   #34
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Don't mock the afflicted, he's an English teacher.

..... (He could also be right, I think it may be an alternative. )

..... But without the 'o'.
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Old 07-13-2005, 12:09 AM   #35
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Geniuses if we speak English
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Thanks to Morgan, Tiny Snapshots is up and running again with "Tiny Järvafält" as the latest addition – Go have a look and tell me what you think.

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I remembered the line from the Hindu scripture, the Bhagavad-Gita. Vishnu is trying to persuade the Prince that he should do his duty and to impress him takes on his multi-armed form and says,
'Now, I am become Death, the destroyer of worlds.'
I suppose we all thought that, one way or another.
" /Robert Oppenheimer on witnessing the first thermonuclear detonation in history.
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Old 07-14-2005, 10:34 PM   #36
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I just had a meeting with Prolific regarding the new background. They are gathering some examples of shaders that we can pick apart and try to figure out how they work.
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Old 07-15-2005, 03:29 PM   #37
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Embarassed

Thank god things started to move.

You made a revolution in lifelike screensaver industry. All others are just poor copies of your work.

Please surprise us again and make another revolution.

Sure It will take alot of learning if you want the SS to look revolutionary. Shaders are definitely he next step forward. Well they are quite old now if you look at it. But for a SS the shaders required to make new revolution with your artwork, ver 8.1 of DX spec is sufficient.

Keep us informed about the progress.
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Old 07-25-2005, 02:44 PM   #38
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Prolific's Will Ware is researching shaders and will teach Reichart and me all about them when he has learned enough.
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Old 07-25-2005, 03:03 PM   #39
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That's great news there buddy.
Thank you for taking the time to read this.
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Old 07-25-2005, 03:59 PM   #40
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Hope you get an A.
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