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Contents
 Introduction
 Vertex Shaders
 in the Pipeline

 Why use Vertex
 Shaders?

 Vertex Shader Tools
 Vertex Shader
 Architecture

 High Level View of
 Vertex Shader
 Programming

 Conclusion

 Printable version
 Discuss this article
 in the forums


The Series
 Fundamentals of
 Vertex Shaders

What happens next?

In the next lesson named "Programming Vertex Shaders" we will start writing our first vertex shaders. We will discuss different lighting algorithms and the way to implement them.

Resources

A lot of information on vertex shaders can be found at nVidia and at ATI. Philip Taylor's three articles "Using Vertex Shaders" and his article on using a Screensaver Framework with vertex and pixel shaders can be found at MSN. There is also an interesting article on the Geforce 3 with a good explanation of vertex shaders at Tom's Hardware. Reactorcritical offers a good article on vertex programs using OpenGL, but it is also useful for DirectX Graphics coders. You must read "A User-Programmable Vertex Engine" written by Erik Lindholm, Mark J. Kilgard and Henry Moreton. A diagram on the Direct3D 8.0 pipeline that helps you understanding this pipeline is provided by Rich at www.xmission.com/~legalize/book.


© 2000 - 2002 Wolfgang Engel, Frankenthal, Germany