Re: The entry competence level for graphics programmers
"Gregory Junker" <[email protected]> Tue, 20 Sep 2011 10:43:13 -0700
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <07b701cc77bc$c5ff1f50$51fd5df0$@com> |
For debugging shaders, I use PIX (comes with the DirectX SDK). You'll need to be using Direct3D for that, of course. Regarding "low-tech": When you are trying to track down a nasty bug that happens only in the final build for the Wii, and it's 18 hours before you need to ship the game to the publisher, sometimes changing colors or emitting special sounds is the only way to get it done. So don't be surprised at how often "low-tech" solutions get the title shipped. ;) Greg From: [email protected] [mailto:[email protected]] On Behalf Of Tommy Brett Sent: Tuesday, September 20, 2011 10:33 AM To: [email protected] Subject: Re: [Sweng-Gamedev] The entry competence level for graphics programmers On that tangent, what do you guys use for debugging shaders? My solution of simply changing the colour output for a given vertex or fragment upon encountering an unexpected situation in the shader seems remarkably low-tech, and should probably not ever be mentioned at an interview. "So how do you track down errors in your shader?" "don't make them in the first place?" _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com