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