A Programmable Vertex Shader Compiler |  |
Abstract: This article discusses the implementation of a compiler for programmable vertex shaders. Provided with the article is a full implementation of a simple vertex shader compiler. It also contains documentation on how to create a workspace for building compilers and an example that compiles the OpenGL lighting equation into a DirectX vertex shader. To give a practical foundation for this article, we are focusing on the vertex shader implementation in DirectX8. Future implementations might vary, but the framework and infrastructure we provide should still be applicable.
Inside Direct3D: Stencil Buffers
Abstract: Many 3D games and simulations on the market use cinema-quality special effects to add to their dramatic impact. Stencil buffers can create effects such as composites, decals, dissolves, fades, outlines, silhouettes, swipes, and shadows. Stencil buffers determine whether the pixels in an image are drawn. This means your software can "mask" portions of the rendered image so that they aren't displayed.