Talk:Shader/Archive 1

message: Today's addition is: " It is also used to refer to video graphics hardware units that run these programs."
While I understand its meaning ("this GPU has 8 fragment shaders" to mean "this GPU has 8 fragment shader processing units"), I believe it should be clarified. I tried rewriting this but I've realized I'm not confident enough with my English to get a decent result.
Is it the case to say this is actually a misuse of the word? I know this is actually very acknowledged (especially by DirectX folks and hardware sites) but I still believe it should be pointed out.
MaxDZ8 18:32, 29 December 2005 (UTC)
thread_title:  Is this clear enough 

message: Hi,
when I look for shader model I get redirected to this shader page. I think it's would be better to create
a new page shader model and explain and compare the different shader model versions against each other.
At least I was expecting to find this information when I was looking for shader model.
--Cyc 11:19, 3 February 2006 (UTC)
thread_title:  rethink automatic redirection from shader model to shader 

message: MaxDZ8: You shouldn't have reverted my changes but I'm going to just let it be.
I think the way you are approaching this topic in completely the wrong way and that is why it is confusing for people. You are jumping straight into real time shaders and getting very specific. Most of what you have written doesn't really belong in this article at all. The topic is shaders, this article should be more generalized. A better example would be the definitions expressed in the Renderman Companion or Programming Mental Ray, not what is here. Read the comments of these people. They are not looking for a detailed description of the mechanics of real time rendering. The paragraph and definitions I wrote were an attempt to sort out what you had said so beginners could understand. Right now it doesn't work. My two cents. —The preceding unsigned comment was added by 68.4.22.65 (talk • contribs) 00:04, 2 August 2006  (UTC)
::Sorry for this intrusion, I have compared your revision. In my humble opinion, your definition is also doesn't work and need to be formalized. When I read your revision, your definition tell us about real time shader, not a generalized way. If you refer to Renderman Companion or Programming Mental Ray, in my humble opinion too, it only tells us about production shader. Anyway, be careful of using words like:  "Most of what you have written doesn't really belong in this article at all."  Those kind of words can easily stage a flame war. Your intention may be good, but really be careful of using "doesn't really belong in this article at all". You may need to add something like "I value your writing, however ..." or "In my humble opinion, ....".Draconins 09:44, 2 August 2006 (UTC)
replies: text: Okay, your comment is much better now (^^). Furthermore, now I know better what you mean. Correct me if I am wrong, you want several definitions/overviews on different shaders with their own subtitle/section plus their own page. If so, I agree that several concept must be explained separately (such as Pixel Shader and Vertex Shader Differences, which are sometimes hard to be understood by beginners), MaxDZ8 is actually working on this matter, check the page's history. However, since the material on each matters to small, for me, it is okay to include everything on this page until detailed information exist. Or may be any other comment? Draconins 14:16, 3 August 2006 (UTC)
thread_title:  Complaint from to 68.4.22.65 to MaxDZ8 

message: Hello
I don't wish to be offensive, this is purely a technical observation.
Your understanding of the subject matter appears to be excellent.
However, your writing/explanatory abilities, if I may be so arrogant as to say so, seem to need quite a bit of work.
I would _strongly_ recommend that you sit down with somebody who is good at writing technical documents, especially in English (I suspect English is not your first language or am I wrong?), and clean up the phraseology.
All the information is in there, its just that this is a dense field and requires particularly clear language to explain.
Best Regards
:Thank you, I understand this is really the issue. I'll try to improve on that ().
:Can someone help me here?
:MaxDZ8 talk 08:35, 31 August 2006 (UTC)
thread_title:  The main problems are Grammatical, not Technical 

message: Since today I needed to retrieve a bunch of files from a filtered server which allowed only 1 at once I had put some time on a companion shader article about parallax occlusion mapping which is here.
The basic idea is to use it as some sort of "external example".
It's work in progress, this has been posted to let you know you're being listened.
MaxDZ8 talk 09:36, 1 September 2006 (UTC)
thread_title:  Shader example