View Full Version : doom 3 sm3.o
4d graphics
07-25-04, 02:29 PM
Does anyone know if doom 3 is made from the ground up for sm3.o ?
No, SM3 wasn't even on paper when Carmack began coding Doom 3 (4 years ago)
No it isn't, Sm 3.0 is exposed in ogl only trough GLSL's next update which sould be soon, or it might be already out havn't looked into it. But Doom doesn't use GLSL, Carmack stuck with ARB 2.
The newest drivers released for Linux have GLSL support :).
ICE_PIMP
08-02-04, 09:03 PM
SM3.0 is a DirectX 9.0C feature. DOOM3 is OpenGL
FierceDeityLink
08-02-04, 09:12 PM
SM3.0 is a DirectX 9.0C feature. DOOM3 is OpenGL
lol, why'd you reply to this when Razor1 seems to know more about this subject than anyone else here?
Lezmaka
08-03-04, 03:50 AM
lol, why'd you reply to this when Razor1 seems to know more about this subject than anyone else here?
Probably because what razor is incorrect. Actually, most of what razor said doesn't really make sense.
OpenGL doens't have shader models like DirectX. There is no ARB2 in OpenGL, that is simply what John Carmack called the rendering path.
Anything that can be done in DirectX SM3 on an nvidia card can be done in OpenGL through nvidia's extensions. There are also things that can be done with nvidia's OpenGL extensions that can't be done in any version of DirectX, such as Ultrashadow.
DOOM3 used very few shaders, at least according to my current find. Take a look at the glprog directory in pak000.pk4, only 15 shaders in there.
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