User manual
Functions defined through States, that modify object's texture coordinates according to
certain State values. Pseudo environment mapping, chrome effect or planar mapping
can be achieved with TexGens [31] (Shaders Glossary)”. The term fixed-functions
stands for “Hard coded rendering algorithms used by GPU on 3D graphics cards. The
real-time 3D card industry started building specialized chipsets (GPU - Graphic
Processor Unit) meant to relieve the CPU from computing most common 3D tasks (flat
shading, gouraud shading, perspective, texture mapping and some blending operations).
Many of those chipsets made the success of SGI workstations, whose technology quickly
trickled down to the game industry via 3D card manufacturers like 3dfx, NVidia and
ATI. Until recently, the main drawback of these inexpensive 3D cards was that
rendering algorithms were limited to hard-coded functions (called Fixed-Functions -
used in the Fixed-Pipeline) implemented by card manufacturers. This constraint is one
of the reasons many 3D games look and feel alike. [31] (Shaders Glossary)” The fixed
function pipeline is a feature introduced with the 1999-2000 Tranform and Lighting
GPUs [24] - so, by using TexGen effects, the target deployment PCs are again limited
to those computers that also have a graphics card of that or a newer generation.
As mentioned previously, most of the calculations related to this specific
projector light simulation, are conducted as part of the projector setup process, within
the init phase of the user site. This process is briefly discussed in the next subsection.
Before continuing, let’s just mention that as a part of the development for a projector
simulation algorithm, an attempt was made to code a pixel shader. It’s development
was abandoned primarily because during testing, a machine with an older GPU, which
could run the TexGen effect, could not run the pixel shader, in spite of it being written
in the lowest version of the HLSL language. Apart from that, it was possible to achieve
a gobo reflection (although not
an accurate one), and to make it
respond to the referential object
movements by using this
experimental shader.
Figure 65. Example of the experimental
pixel shader, rendering a gobo pattern
"DMX Director" - Architecture of a 3D light-programming application, in a multi-user Internet environment
89