somehow its depressing to see someone abusing the fact that no one can spell my nick correctly.. grmbl.
well, i continue to support opengl, but i'm no one big, so..
but i don't see dx as 'the...
Type: Posts; User: davepermen
somehow its depressing to see someone abusing the fact that no one can spell my nick correctly.. grmbl.
well, i continue to support opengl, but i'm no one big, so..
but i don't see dx as 'the...
i normally don't talk with spammers, but yes, i've read the whole discussion and followed it closely.
instancing is just an api difference, but not a performance difference.. you could cry about...
everyone learns premature optimisation is the root of all evil.
korval: in opengl instancing has been proven to be unneeded because it is not a main bottleneck. reasoning are the much lighter...
looks nice. too bad it won't run on my 9600pro..
i stalled opengl dev some while ago because my work would have used render to (fp) textures and i never wanted to touch pbuffers as well..
looks quite nice afaik. still downloading the stuff to watch more than the pics, though :D
lately?! hm.. i see this going on since the existance of the software business. there will be no change in the future. i guess. there are much bigger things that politics care about. currently, the...
hm.. the driver devs handled it quite fine on the dx side. how can they have such issues on the opengl side?..
yeah, use two colour channels for the min and max height, and recalculate that for all lods (store in the mipmaps for example). that way, you can quickly see if you can hit at all over big regions.....
it was not a bad idea, but it's possible to simplify it.. and the result is just the one that got mentoyed. but thte idea is the same
hm. currently the page of humus is inaccesible for me, but theoretically, there would be some demos on how to pack one float into the 4 channels of an ordinary rgba texture, and unpack again, to do...
a dot product 4 with a constant vector should be enough..
float4 decoder = float4(1,1/256,1/65536,1/16777216);
float4 encoded = tex2D(...);
float value = dot(encoded,decoder);
should be 1...
this thing really rocks!
really!
no, it just means you have to specify your code as such. (softwire yet takes care for this, for example).
you have to specifically request it by the os. this makes all non-modificable code 100%...
i like that pdf that is linked in there. GREAT DESIGN! :D
i espencially like the page where there is a HUGE
API
and nothing else really :D but it fills the screen :D
fun :D great...
oh, please, madman, not in here as well. go to a hw and gamers page to 'discuss' such topics..
its a known issue, and its all said yet. houndreds of posts on beyond3d only. doesn't that count as...
you _could_ have around each cube-face a border with indexees to the adjanced texel, or something similar. a space-speed trade-off (definitely worth paying in case of non-branching hw, i guess..)..
if the hair is built out of several "shells" (layers), you can render quickly back to front by enabling frontfaceculling, render from outer to inner shells, and then backfaceculling, and from inner...
i'm espencially interested in implementing simple clean proper solutions for on-surface-renderings with this. back-transfer the pixel you work on into 3d, move around, and retransfer to your adjanced...
don't the demos show bumpmapping? they look at least "good enough". imho, there isn't an issue with tangent space bumpmapping. it's just a different way to fetch texels, something similar to paletted...
@ Korval and all performance freaks.
you support the idea, but want it in hardware? because it .. slows down your engine. understandable, but heck we are at RESEARCH STATE. you can't get all right...
definitely. instead creating a lowres "voxel"-version of your mesh, and using that as a base to do polycubemapping on it could be very easily doable in an editor.
damn artist, still sleeping :D
korval: this is RESEARCH. we know you don't give fuzz about that, but this is research, and never ment to be fast by the start. once we have the demo, people can start to optimize and compare...