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<blockquote data-quote="Baboonanza" data-source="post: 642539" data-attributes="member: 101901"><p><strong>Re: AW: Re: MediaPortal 2 progress report</strong></p><p></p><p></p><p>I guess I talked myself into that one <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big Grin :D" loading="lazy" data-shortname=":D" /> I'll certainly have a go.</p><p></p><p>I think you're correct about LinearGradientBrush because of the multiple gradient stops. You could pass the stops array to the shader but the problems with iterating over arrays means it's not worth it in DX9. The only other way would be to split the geometry for each stop-to-stop section and then Gouraud shade using coloured verticies, but that doesn't offer any advantages over your current implementation since you'd still have to manage the vertex buffer object.</p><p></p><p>So yeah, in a lot of cases a proper brush is necessary <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Baboonanza, post: 642539, member: 101901"] [b]Re: AW: Re: MediaPortal 2 progress report[/b] I guess I talked myself into that one :D I'll certainly have a go. I think you're correct about LinearGradientBrush because of the multiple gradient stops. You could pass the stops array to the shader but the problems with iterating over arrays means it's not worth it in DX9. The only other way would be to split the geometry for each stop-to-stop section and then Gouraud shade using coloured verticies, but that doesn't offer any advantages over your current implementation since you'd still have to manage the vertex buffer object. So yeah, in a lot of cases a proper brush is necessary :) [/QUOTE]
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