Hi,
I am using CG v1.41 and need to do a lot of texture fetches in the vertex shader, they are my bottleneck (;- ;)
So, Id like to ask, if there is a possibility to somehow speed up the shader...
Type: Posts; User: nitschke
Hi,
I am using CG v1.41 and need to do a lot of texture fetches in the vertex shader, they are my bottleneck (;- ;)
So, Id like to ask, if there is a possibility to somehow speed up the shader...
i see,
i did some refacturing in the way, you proposed and finally got the program running.
the program is a little big, so i didnt want to post it.
thank you very much.
of course ^^
sorry to post this stupid question!
but what about re-using the temp registers?
thanks very much for the fast reply!
how can i control to re-use temporary registers later? whats the trick?
f.e. the number of temp registers is inreased by 6, if i just perform the following:...
Hi,
My Cg fragment program uses to much temporary registers. What can I do to decrese the number used?
Chris
hey jide,
thanks for your help!
what are s3 compressions?
its half correct, i use both textures.
just now i am speaking about the update of the texture data per frame.
both textures have the same size and format, so i can updata the same data into each...
thanks jide,
i ask that, because somewhere someone stated, that bgr instead of rgb is not natively supported, so the data has to be uploaded (same amount like rgb) and rearranged into rgb. the...
how can i affect, that a texture is resident?
i hjave 512mb of texture memory, and all textures can be resident.
ok, so im using GL_TEXTURE_3D with a size of 2048*3072, that is NPOT, but works.
1) but has anyone a suggestion becauif it takes the same time to upload GL_BGR_EXT data, compared to GL_RGB?
2)...
hi,
i am measuring a strange performance decrease from 7fps to 4fps just when binding another texture for texture data upload per frame with glTexSubImage2D().
could someone explain to me, why?...
thanks SirKnight!
i forgot to specify the binding semantics, so the fragment program compiler cannot know, that the vertex program was compiled with accessing the texture in texunit0. now it...
hello,
im using cg v1.41 with geforce7800gtx graphics card.
i need to do texture lookups in the vertex and the fragment shader to different textures.
i use 1 vertex texture and 2 fragment...
thanks a lot guys,
especially many greetings to gordon in weimar!
i hope you can do well with your work!
----
im using GL_RGB with GL_UNSIGNED_BYTE to upload from cpu, since i need just...
how can i render directly to texture?
i get the data at a maximum of 30fps as OpenCV IPLimages, then i copy them with glTexSubImage into the related part of the texture.
... yes, i felt this...
it seems, i am getting best results with internal format set to GL_RGBA_FLOAT32_ATI.
GL_RGBA gives me much lower framerate.
for the external format i have to use GL_UNSIGNED_BYTE as type and...
thanks,
that sounds good!
i will try...
... and there is something left.
i use float textures, because its stated in the nvidia document for vertex shader texture fetches.
however, i can use unsigned byte as well. so my question is,...
ok guys,
thanks for the big help,
i will have a look at the
pixel_buffer_object extension
and
dynamic textures with ARB_render_texture.
but one question remains,
its right, that i dont use...
you are right, i need to use this amount for every frame.
takes to much time means, when i just do the texture uploading without rendering something, i get 1fps.
my hardware is:
nvidia...
i am loosing very much performance in my application through texture uploads, so i like to ask, whats currently the best way, to upload textures.
i am using opengl together with nvidia cg v1.4
...
thanks for your help.
but i switched my approach. now i am using 2d textures and map the 3d texture into on large 2d texture.
i have heard, that its faster to access 2d textures anyway, so i...
yes, i know.
but i wanted to say, that i want to use opengl, not direct3d.
the sentence from the document, that you mentioned is related to directx, but not opengl.
cg and glsl, both contain...
ok thanks,
but when i want to use opengl, i can just use sampler2D... or?
hi guys!
is it possible to do a tex3d(sampler3D, float3) call to access a 3d texture in a cg vertex shader?
the whitepaper from nvidia about using vertex textures only mentions the use of a 2d...