Talk:Shader
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This article seems entirely ignorant of the fact that shaders are not implicitly tied to GPUs or hardware rendering. — Preceding unsigned comment added by 99.64.208.170 (talk) 22:08, 9 December 2011 (UTC)
Instead of merging Vertex Shader and Shader articles, some issues presented here could be resolved by moving content from Shader --> Vertex Shader if it is about GPU programming or history.
Isn't this a way far bit too long sentence? Don't have a clue what it means. So not trying to edit. Possibly make it less geeky too?
mixdev (talk) 21:42, 12 June 2009 (UTC)
the "triangles are turned into quads" part is misleading (Triangles I draw are turned into quads? How?). What was meant is that rasterized pixels are grouped into 2x2 pixel quads. Still, this behavior is specific to a single range of GPUs, and is an implementation detail rather than a shader concept. I believe it should be removed. 217.53.78.108 (talk) 16:38, 7 December 2007 (UTC)
It still is confusing to me. This page still only focuses on hardware shaders in modern gaming machines, which is a relatively new development. "Shading" as a part of the computer graphics pipeline still refers to a broad section of a rendering pipeline which simply determines what color a given piece of geometry should be in a final rendered image, after taking into account surface quality, light location, shadows, color, diffuse, specular, reflection, etc. (and this is still what "shader" means to many computer graphics industry folks - e.g. visual effects in movies and tv, print ads, or anything else not involved in real-time hardware assisted rendering) . I feel like this article is the equivalent to if the "Car" article on wikipedia only covered hybrid vehicles and discussions of fuel cells, ignoring gasoline and diesel cars, not to mention vans and suvs and station wagons. Kjl (talk) 23:22, 10 January 2008 (UTC)
I would also add that PLEASE, whenever Direct3D is mentioned can it be properly written as 'Microsoft Direct3D'. OpenGL is an industry standard with a huge number of implementations, and can thus be justifiably written simply as its generic name, 'OpenGL'. Direct3D is not a standard, it is a proprietary API, regardless of whether hardware marketing brochures give the illusion of it being a standard. Hardware has no concept of a high level graphics API, period. 220.245.239.93 (talk) 09:13, 25 January 2009 (UTC)
Taken from the section "Programming shaders"
The following table shows the relations between Direct3D versions:
Direct3D version | Pixel Shader | Vertex Shader |
---|---|---|
8.0 | 1.0, 1.1 | 1.0, 1.1 |
8.1 | 1.2, 1.3, 1.4 | 1.0, 1.1 |
9.0 | 2.0 | 2.0 |
9.0a | 2_A, 2_B | 2.x |
9.0c | 3.0 | 3.0 |
10.0 | 4.0 | 4.0 |
10.1 | 4.1 | 4.1 |
11 (in development) | 5.0 | 5.0 |
What could be made better:
As the related articles for VS, GS and PS have been stubs for quite a while, I suggest to start a merging/refactoring process. This could help in reinforcing the common link among the different technologies. Given the length of the articles, I am confident this could be done with ease.
MaxDZ8 talk 13:30, 26 August 2009 (UTC)
"The term "shader" by Pixar with their RenderMan software." Isn't there a verb missing? "Was coined" perhaps? MirrorballBR (talk) 17:50, 11 April 2012 (UTC)
-- Rhamphoryncus (talk) 16:19, 26 June 2012 (UTC)
I agree that the Shader (realtime, logical) article presents minimal information which is not already contained or could be contained in the Shader article. There are also numerous grammatical errors, and attempting to edit or revise the article in its current state would be less productive then moving the information into the Shader article and then continuing to develop the content of that section.
Is there any reason not to move any relevant information and then remove the Shader (realtime, logical) article? If not, is there a formal process to which to adhere when removing an article/merging? How can this process be started? — Preceding unsigned comment added by R00stare (talk • contribs) 17:18, 2 April 2013 (UTC)
Currently in the article is says: "Shaders are most commonly used to produce lighting and shadow in 3D modeling." AFAIK shaders are used in/for rendering, and that is it. User:ScotXWt@lk 09:56, 3 November 2017 (UTC)
The Book of Shaders is an interactive textbook on shaders. You may want to add it to external links. However it is unfinished yet, if I understand it right. --Error (talk) 20:31, 5 May 2020 (UTC)
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