I think licu is talking about the "smoothies" technique.
You can find a paper here :
http://graphics.csail.mit.edu/~ericchan/papers/smoothie/
AFAIK, on a 9800, this technique is "eating"...
Type: Posts; User: Arath
I think licu is talking about the "smoothies" technique.
You can find a paper here :
http://graphics.csail.mit.edu/~ericchan/papers/smoothie/
AFAIK, on a 9800, this technique is "eating"...
Here is a new paper for rendering water surface :
http://download.nvidia.com/developer/presentations/GDC_2004/HLSL_WaterVTF.pdf
Cheers
Arath
Hi,
I work everyday on a XBOX kit so I can tell you that there is no OpenGL support (hey it's microsoft's console). But the special DirectX version has some new functions to completly use the...
may be 3D Exploration but I think it doesn't calculate and export tangent and binormals ...
Arath
I know I SHOULDN'T answer this post as well as everyone who is serious on this forum (and I know there are plenty). But I think C++ is demonstrating why forum sometimes needs a moderator... There...
Q1 : keep as much as possible strip long, you must batch as you can to limit the number of DrawPrimitive/DrawElement calls. Read nvidia/ati gdc2003 on it (on their respective web sites). Also you can...
Hum may be I'm wrong but there are some model that can be calculated in a fragment program. I found a source of a Cook-Torance lighting model on this site ...
I have read many papers on such lighting model and I wonder if one might use a texture lookup with float precision or calculate in the fragment program. I'm talking when decomposing a BRDF into two...
Asgard, you're right many thing stuff is not possible in openGL with rc/ts. But on the other hand, we can do double instructions in one stage (like double dotproduct) and we've got control on the...
NVparse can only parse pixel shader 1.1 like it is written in the doc.
Cheers
Arath
Mark, the Cg solution doesn't work with the ati 8500 at this time (and don't tell me that one can use the arb_texture_env_combine). BTW is the final combiner the only difference between DX8.1 pixel...
I'm agree that we should use VBO instead of display list, but what's about overcalling glDrawElements ? I mean, nvidia writes every year at the GDC a paper for D3D optimization, and it always talk...
AFAIK there are some examples in the SDK, so you might be able to rebuild them and see how it exports stuff.
Arath
Use VAO or VAR or even now the vertex buffer object extension
http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt
Also you can use flexporter to make your own export (http://www.codercorner.com/Flexporter.htm).
Arath
Thanks a lot,
eventually my faith in opengl is not gone ;-)
Arath
Hi,
I work on commercial project using (of course unfortunately) DirectX (there is only "that" on the XBOX), but I am a huge
fan of OpenGL (as you may have guessed) and my home engine is written...
hum I should have wrongly understand but what are pixel shaders doing with matrix palette skinning?? It's only done by a vertex program, may be you're talking about pertexel lighting on animated...
Hi,
I'm going to code a KDTree system with a dynamic occlusion system using the extension nv_occlusion_query. I mean, using a frustum culling, I will only render sectors from KDTree in the frustum,...
So in conclusion, as most user don't have a DX9 video card class, I must code different for each type of card (GF1/2/2MX, GF3/4, GF FX, radeon 8500, and 9700). BTW thanks you for you answers, I'm...
Hi,
I'm currently coding per-texel lighting in my engine, and I'm going to write many different path for each 3d card. I would like to know why gf3/4 and radeon don't support the...
OMG, why are u posting this question on the advanced forum? Your textures must have a power of two width and hieght (ie 256x256 or 128x512). You can use a extension to map a non-power of two texture,...
With my GF4TI4200 I get 45 MTri per second with one texture and one directionnal light... There are many program to benchmark your 3d card but I think your code isn't well optimized... don't forget...
The hatching scene only uses 3d texture, vertex program and texture compression ... strange, I tought that the cube scene was the slowest ... btw thanks for you feed back, I'm happy that ati has...
Yeah, I totaly forgot to use the EnumDisplayMode func, thanks, btw the demo isn't finished at the pool scene :-(( since I haven't got a ati, it will be hard to debug.
Arath