Getting Started With Custom Shaders from XNA Tutorials on Vimeo.
The following are questions asked during both sessions for the talk Getting Started With Custom Shaders. The time stamps below each question are the locations in which the questions was answered/demonstrated.
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Question: Is there any reason for the "UV" naming for TEXCOORD?
Answer: 00:30:33
Question: Why in the bordering of the effects begin/end calls why does the spritebatch.end() call happen BEFORE the effect.End() call?
Answer: 00:30:55
Question: Is there a way to rotate to colors of the image?
Answer: 00:32:41
Question: Can I use a pixel shader to curve text in an arc? Like on top of a rainbow?
Answer: 00:35:02
Question: It doesn't take a whole lot to approach the limits on the amount of data you can pass into your shader to control parameters, and there are limits on the number of functions that can fit in a single shader function. What are some techniques you've seen to push these limits?
Answer: 00:36:27
Question: How do passes work?
Answer: 00:37:16
Question: Is it faster to set textures and sampler states through GraphicsDevice.Textures[] and GraphicsDevice.SamplerStates compared to passing the texture as a parameter?
Answer: 00:38:28
Question: The shader shows two ways of accepting parameters from code, there's the parameter c : COLOR0 and parameter foo. Why is this?
Answer: 00:38:51
Question: Is there any way to blur a Texture using a pixel shader?
Answer: 00:39:47
Question: How would you apply something like the curve effect to the whole screen instead of just a texture?
Answer: 00:41:46
Question: Not really related to pixel shader, but to shaders generaly, let’s say I do some vertex displacement mapping based on a texture, can i somehow get those transformed vertices from GPU to CPU?
Answer: 00:42:33
Question: is it possible to get the image into texture buffer or similar or any other way of integrating the data so you can use the shaders to do processing for non graphical applications?
Answer: 00:43:18
Question: If we are passing a camera matrix to spritebatch.begin, does this change anything you've shown us?
Answer: 00:44:30
Question: Question about offloading non-graphics processing to the GPU (things like physics and AI). What are the general ways in which you can get the shader to return computed values to the CPU code?
Answer: 00:44:53
Question: Is it possible to copy one texture to even lines and another to odd lines to produce stereo?
Answer: 00:45:51
Question: How do you register a semantic?
Answer: 00:47:31
Question: Can there only be one output from the function, or can you have multiple outputs?
Answer: 00:48:50
Question: Can we manipulate parameters of effects within the sprite batch begin/end call?
Answer: 00:49:35
Question: How did the variable sampler X become initialized?
Answer: 00:52:15
Question: How does the second sampler find the TEXTCOORD1 without explicitly telling it?
Answer: 00:53:08
Question: How many textures can you pop into a shader?
Answer: 00:53:52
Question: Is there a max capacity on shaders running more than one time?
Answer: 00:54:19
Question: Can you call more than one path, and what will it do?
Answer: 00:54:58
Question: Can you effect just part of the texture with the shader?
Answer: 00:56:08
Question: What is the maximal shader model that we can use in XNA Game Studio? Can shaders be multi-threaded?
Answer: 00:57:32
Question: For a game like UT, it seems the shader is able to make something like pop the bomber glow. Would you use something like a second texture as a map to get this sort of effect, or is it something different?
Answer: 00:59:55
Question: Is there a way to see if someone’s GPU is pixelshader 3?
Answer: 01:00:30