Type: Posts; User: devdept
Is there any way to detect if the graphics adapter is of the Workstation or Desktop product line for both ATI and NVidia manufacturers?
Do you know where we can ask help directly to NVidia for this?
Yes, with both versions. It's impossible we are the only company with this issue on gDebugger...
The app starts fine as in other Win8 machine, but there is no output in the gDebugger at all. There is also no way to suspend execution (F6).
We have several DELL Precision machines with ATI FirePro GPUs and AMD gDebugger 6.x works only on the most compromised one (the one with Win8 Release Preview installed).
The problem is...
Thanks, but more in general should we work on area or collinear point direction to go faster?
What is the fastest way to detect an invalid triangle in a 3D Mesh?
With invalid I mean:
• zero area
• three collinear points
• two overlapping points
We currently use this - very slow...
Wow, I will try immediately...
Therefore you say that checking OpenGL version as 3.3 or higher gives you the confidence that shaders will work for sure? It would be a good starting point...
Thanks a lot Alfonse, I understand your point. Maybe we can live with a cosmetic shadow maps on legacy GPUs and do a shader based advanced one on modern GPUs.
Do you know if there is any version...
Thanks Dark Photon,
In this case they are computing 8 signed distance and sorting them, it's quite expensive...
Thanks so much for sharing your opinion. Regarding this:
Using shaders based PSSM was my first thought but on our customer base we discovered that many times the product...
I love your answers Alfonse. Thanks so much.
No, we are not considering Intel at all. By the way there are many issue using shaders and not updated video drivers out there. This is the reason why...
Anybody can help me to understand what the 'findOpposingPointsMostPerpendicularToPlane' function does in this code snippet? Does it check the distance of each corner (8 times) of the AABB...
Thanks for clearing this Dark Photon, btw I still can't understand if with the fixed functions commands (no shaders and no HDR) we can achieve a correct multiple-lights-shadows-maps on objects with...
Yes probably, we need to understand where...
The reason is simple: we want to run on all GPUs legacy and modern. Even with graphics drivers not updated.
Do you think we can do perfect parallel-split-shadow-maps with multiple lights yielding shadows on both non-textured and textured object using the arcane fixed function commands?
I believed that basic shadow maps could be implemented without the need of shaders or HDR to avoid going beyond the 0-1 RGB color range...
Now at least we know we can give up...
Do you mean we cannot complete perfect Shadow Maps without using shaders or HDR?
Is it possible that there is no way to combine these multiple passes without going out from the 0-1 RGB...
Considering that Shadow Maps is today a mature approach, I guess that many developers faced this issue. Where can we learn/read more on how to combine all these factors and get a perfect looking...
How could we test all the driver on earth, Alfonse?
To me it looks like 'craving for troubles'...
Is there any risk that the compiled shared will not work with all drivers out there?
I will send a resume to ATI.com Carsten :D
By the way we see a small delay in loading the OpenGL viewport, about 1 second.
Yes, the bottleneck it the compilation of the 14 shaders source code.
How can we speed-up shader compilation?
We need to compile 14 shaders (7 vertex + 7 fragment shaders) and takes some time.
Would string compression help in this case?