Hi Folks,
just spend two days on debugging my code on a customers' HP Elitebook 8560w with AMD FirePro M5950. This GL code worked for ages, on every hardware I came across. It's simple:
Given...
Type: Posts; User: CatDog
Hi Folks,
just spend two days on debugging my code on a customers' HP Elitebook 8560w with AMD FirePro M5950. This GL code worked for ages, on every hardware I came across. It's simple:
Given...
Thanks for your input, Dark Photon. After googling PowerMizer I've got the impression that this feature has been removed in Win7 drivers, or it's not accessible from the control panel anymore. I'll...
Check the first parameter:
http://www.opengl.org/sdk/docs/man/xhtml/glNormalPointer.xml
CatDog
If you ask me, the internal difference between default- and streaming/simulation-setting is the way GPU memory is organized. Stalling every 50-100 frames smells like buffer overrun and cache...
Whoa, thanks, how did you find this? Also very interesting is the description for the setting "3D App – Game Development": Turns card into Geforce card. Oh yes, please! Just tried it and this works....
Hi folks,
I'm streaming positions/normals/uvcoords per frame to VBOs. On my Geforce 285 GTX (and on an old ATI FireGL) it runs nice, but customers report heavy lagging on Quadro FX 3700.
Since...
It'll fail if
z.x == z.y == z.z
CatDog
Two days ago, it took me half an hour to realize, that my suddendly badly stuttering application was thwarted by Google Chrome diligently displaying the Burger-King Flash webpage in the background,...
Deferred compilation explains line numbering confusion?
CatDog
Yes, #line doesn't work on nVidia. Seems related to this:
Feed glShaderSource() with three source strings (each terminated by line breaks):
0: #version 110
1: #define TEST
2: void main(void)...
NVemulate has this "Generate Shader Portability Errors" switch... (?)
CatDog
If only this were true...
CatDog
The term "edge loop" is normally used to describe an ordered sequence of triangle edges, where the first and last vertex are the same. In particular the outer boundary of a surface describes an edge...
It's been a while since I messed with this. In my opinion, there's not the one way to do it. If your input data is just a cloud of triangles, no more info given, you won't get satisfying results...
So you tested this on G80 up and there's no difference anymore?
CatDog
Yes, but it's some time ago. On nVidias G70 hardware, interleaving was faster. But note, if you are using BufferSubData, your are forced to update all interleaved attributes. If just one attribute...
According to this post, they marked wide lines deprecated in 3.0, but no more in 3.1 and up.
CatDog
Ok, another one using the new version and increased load.
GTX285, rocks=1000 depth-passes=1
1: FPS ~515 ~200MVerts/sec ~300MTris/sec
2: FPS ~515 ~200MVerts/sec ~300MTris/sec
3: FPS ~335...
GTX285, 100 rocks, view not modified, default driver settings except vsync forced off:
1: FPS ~1600 ~69MVerts/sec ~90MTris/sec
2: FPS ~2000 ~78MVerts/sec ~120MTris/sec
3: FPS ~2000 ...
Click ;)
CatDog
Sounds like this one.
CatDog
Good heavens modus, what happened to your nickname?
CatDog
For the record. Wide lines deprecation will be deprecated in 3.1 spec. Meaning they are not deprecated anymore. So they will stay.
Post by Rob Barris
That's good news in my opinion.
...
Replace the model by a simple quad with unit texcoords. Get the texture working with the quad, then try again with the model.
Forget about texturing and get that model on the screen first. Then...
So the answer is no. Thanks.
And sorry for asking.
CatDog