Thanks for the replies.
I guessed that explains why the stereo goes out of sync when texture memory exceeds, probably lack of resources that caused the pointers to reverse. Guess the only way is to...
Type: Posts; User: XaVinci
Thanks for the replies.
I guessed that explains why the stereo goes out of sync when texture memory exceeds, probably lack of resources that caused the pointers to reverse. Guess the only way is to...
Errr ...
Is there any one who can answer this question or did I phrase it wrongly?
Thanks,
XaVinci
Hi,
Does anyone know the reason why I experience stereo reverse on Quadro FX3000 (with DIN connector) when texture memory exceeds?
When the textures are well within the texture memory limit, the...
>Well, I tried to change the call (in >initBackBuffer) to select the left back >buffer, and then animation went smooth.
>Unfortunelately, doing so is not enough >because the right buffer is of...
I m using compiler Release 1.1. Isn't this the latest?
I guess I better learn the assembly way then. I need to implement shading etc. Guess cg does not fit the bill for now.
I thought cg would...
Thanks Zengar,
It works at 11.9fps.
Is there something I m not specifying right to cg to get an output performance like what you did? Or do I have to learn hardcore fp30 assembly coding to get the...
Here is the updated cg script and the generated fp30 code. I am still getting the same performance. http://www.opengl.org/discussion_boards/ubb/frown.gif
=== CG script =======
half4 main(...
I have tried with "fixed" as well.
It is faster like 6.7fps but still not on par with 11.9 fps I expect.
My question is why a multiplication operation can cause such drop in performance on...
Hi,
I have written a cg script as follows to perform a color-lookup for a 3D texture and compile it with the profile fp30.
The resultant fp30 assembly code was as it is in the program.
CG Script...
I have managed to implement shading using directional light with the lookat as the camera position.
From my understanding, to make it a point light, i got to include attenuation like
1 -...
Does any one know how to implement a point light in volume rendering?
Thanks,
So itis not the cost of tri-linear interpolation.
Does this mean that with AGP8x, it should be better? Mine is 4X.
Hi all,
I m writing a volume renderer for GeForce3 and above card and have these experiences.
1) Store gradients in a 3D texture for binding to texunit 1.
2) Store intensity in a 3D texture for...
Thanks Relic for your CopyPixels.
It is working now!
Thanks Knackered for pointing out the extra
drawing that coz the performance drop!
Thanks you guys for enlightening me.
CopyPixels would solve the problem visually i guess but bound to have some performance hit.
The question remains why the slow down occurs on a Quadro card...
Thanks for your solution.
I have tried wat u did before already. It works but I m seeking the proper solution as I can't afford to draw the scene twice unnecessary as scene complexity varies.
I...
Hi all,
I have an Nvidia Quadro 4 900XGL and have encountered considerable drop in rendering performance after employing the following steps...
(1) Enable quad-buffer stereo in OpenGL properties....
I m aware that nvidia implements the clipping planes using texture units.
One texture unit is burnt for doing 4 clipping planes. I have implemented the following 2 ways.
1) use standard clip...
Hello there,
I am using clipping planes via standard OpenGL glClipPlane commands to clip my geometry on GeForce3 and experiencing these scenarios. Without clipping my geometry, display is 75.0...
Please ignore my question.
I found out my mistake.
A stupid one.
Thanks
Hi there,
I am writing a volume renderer and would like to use each of the volume's intensity value as an index to lookup into a 1D color table(each element is of type RGBA). As I m working on...