Persuant to the topic of this thread, I dunno if this screensaver thing says they are supporting opengl less these days, even if their drivers arent great their latest product apparently supports...
Type: Posts; User: JelloFish
Persuant to the topic of this thread, I dunno if this screensaver thing says they are supporting opengl less these days, even if their drivers arent great their latest product apparently supports...
How does the driver detect if its a screensaver running? Maybe just have your .scr boot a .exe, or do some other strange work around.
The problem with doing this with texture generation is that your texture coordinates are still only on the edges, to acheive tapered texture mapping you have to tesselate your polygon. Its easy to...
Well its not that we cant allocate VAR, its that we cant allocate as much of it as we need/like. Increasing the aperture size has helped in all cases. Back when we were using VAR we spit out a...
Hi Everybody,
Ive got an interesting issue with maintaining hardware compatabilitiy across the board (ATI and nVidia).
First Issue: on nVidia cards vertex arrays of 2 element short's work fine,...
You know C++ a couple years ago the Advanced boards were filled with questions about basic bumpmapping
The technique seems to work, but the cost is so high(preprocessing and memory), and there are flexibility drawbacks as mentioned.
Maybe in some very special cases where you need to see bumpmaps...
Isn’t that the way its meant to be done? Send all your tests, then query after the cpu has done something else while the tests are finishing. Im only using the land to occlude the objects, object to...
So for another example scene:
occlusion on: 20fps 57k polys GL_PIXEL_COUNT_NV returns 0 pixels, 143 objects clipped by occlusion. (None of the occlusion tests passed)
occlusion off: 25fps 95k...
The spheres fit the objects we have quite well. All objects are drawn in a batch, and then some time is spent doing non related cpu calculations, then the query is made.
So you think 200 tests to...
1: I am using 12 polygon geospheres for the occlusino testing
2: I'm not sure what you mean, please clarify.
3: There is about 200 tests being done, so you think it would work faster if I...
There isnt much programmability to frame buffer blending on <= GF3 cards(that I know of). Im not sure if that situation is better on the GfFX class cards. You can disable alpha writes(on the second...
I have a feeling stalling is not the issue in my case. Ive moved some workload inbetween the occlusion test and the occlusion query, which has brought the framerate closer but occlusion testing is...
So your read work with your normal buffer (not the pbuffer).
I really dont think it should work for either, the problem is the color buffer is not setup like the depth buffer, basically the last...
Hi, im just attempting to use the nv_occlusion extension, and im finding it difficult to get an acceptable boost out of it. Basically my loop consists of drawing the land, then testing objects...
Ya I guess If it would be relatively cheap compared to everything else to only draw twice the objects that use the alpha component.(once to output a linear depth in alpha), and again to do the...
Ya aux buffers sounds like the right way to do it. But I really have no idea how to output to one of those using register combiners, time for some researh I guess.
Even 24 bits breaks down when you don't have nice geometry in the distance. Almost all z-fighting was eliminated with a linear Z, I just wish I could have solved some of the extreme anomalies that...
So COPY_DEPTH_TO_COLOR didn't go so well. Doing a copy pixels seems to be even slower than a glReadPixels operation. Plus I had to enable 24 bit depth buffer and 8bit stencil(costing a 10% of my FPS)...
Sorry forgot to post about that, my alpha channel is being used. Both in src_alpha operations and in dst_alpha operations.
Can you use a different alpha channel for blending that what you put into...
I wouldnt doubt that the 8bits would be more than enough for what we want to use it for, but to loop through our objects and render an extra 150'000 polygons seems way out of the question.
I...
Thanks for the suggestions
Option 1 would be difficult since we perform mulple post passes after the scene is finished.
Option 2, this is what I would have preferred but it seems that dependant...
For clarification,
We are reading in the depth buffer and trying to use it to perform post scene effects. However since as distance of an object increases z values get closer to 1 faster. It...
Hi Everyone,
I’m looking to try and do a linear Z buffer depth buffer but see no way to do it other than special commands in a vertex program.
I’ve attempted to use a projection matrix where...
This topic certainly has hit many points. It seems like everyone is really dogging on the whole design by comitte thing being so slow. But isnt that the whole point of design by comitte? Slow down...