Nvidia 6200 256MB PCI-Express 11186 Manuel D’Utilisation

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11186
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 CineFX 3.0: The Next Wave of Stunning Visual Effects
 
 
 
 
 
TB-01206-001_v01 
 
3
 
03/26/04 
Full Support for 
Evolving Standards 
NVIDIA delivers complete support for DirectX 9.0 Vertex Shader Model 3.0 and 
Pixel Shader Model 3.0, as well as OpenGL shader program conventions, so game 
developers can easily access the power and precision of the CineFX 3.0 engine. The 
most complete support for high-level shader languages—including Microsoft High-
Level Shader Language (HLSL), OpenGL Shader Language (GLSL), and the Cg 
shading environment—gives programmers a choice for developing games that 
comply with either DirectX or OpenGL interfaces.  
Vertex Shader 3.0 
NVIDIA CineFX 3.0 introduces virtually infinite-length
 vertex programs and 
dynamic flow control, removing previous limits on the complexity and structure of 
shader programs. With complete programming freedom and the exceptional 
performance of the latest NVIDIA GeForce GPUs, developers can take advantage 
of new vertex shader features, such as displacement mapping and a frequency 
divider for vertex program streams. 
Infinite-Length Vertex Programs 
Vertex shader programs now have no length limits. Previously, complex effects had 
to be written as a combination of shader programs in order to comply with program 
length limitations. In some cases, the overhead for ending one program and starting 
another caused performance degradations that slowed the game and made the effect 
impractical to deploy.  
Now, without length limits on shader programs, complex effects can be written to 
extract the most performance out of gaming platforms. Even though longer 
programs take more time to process than shorter programs, the technology and 
speed of the CineFX 3.0 engine ensure that longer programs will run blazingly fast. 
Dynamic Flow Control 
Additional looping/branching options and new subroutine call/return functions 
give programmers even more choices for writing efficient shader programs. No 
length limitation, plus enhanced flow control, gives programmers unprecedented 
freedom that can unleash a new level of creativity in the gaming world.  
                                                      
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 The operating system or APIs can impose limits, but the hardware is not limited to shader 
program length.