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Anyone with a pdf of Shaderx get in touch too, I'm too skint to be able to afford it until I start my full time job ;-).
I'll need to get someone I know, maybe my girlfriend to get it and put it on a CD :-).
I did download RenderMonkey from the ATI site and had a look at their demos. I can't get the Nvidia SDK to run because I can't download the latest version of the DirectX SDK, anyone who has tried recently might know why ;-).
I also got my hands on a pdf of ShaderX, saves me £50 and it turns out that the only tutorial on setting up DirectX to handle shaders on gamedev is the first section of the shaderx book, so at least I've got my base application set up, just need some meshes and shaders to work through now.
Google will reveal all, of course.
> because the engine
> framework I've written renders in DX9.
Then the SDK examples are the best way to go.
[URL]http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=47[/URL]
I do have realtime rendering which I could use the algorithms from and program, but I'm just starting out on writing shaders and wanted some easy to do stuff, not jumping into vertex manipulation for good looking skinning etc.
I suppose I could do some nice water rippling effects, or particle systems such as fire.
Directx9c SDK
Apparantly the shaderx bookm isn't the best.