Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: XaVinci

Search: Search took 0.00 seconds.

  1. Replies
    7
    Views
    1,506

    Re: Stereo Reverse In Quad Buffer Problem

    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...
  2. Replies
    7
    Views
    1,506

    Re: Stereo Reverse In Quad Buffer Problem

    Errr ...
    Is there any one who can answer this question or did I phrase it wrongly?

    Thanks,
    XaVinci
  3. Replies
    7
    Views
    1,506

    Stereo Reverse In Quad Buffer Problem

    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...
  4. Re: How to temporary disable stereo in stereo mode ?

    >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...
  5. Replies
    10
    Views
    1,903

    Re: Cg To NV_fragment_program performance

    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...
  6. Replies
    10
    Views
    1,903

    Re: Cg To NV_fragment_program performance

    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...
  7. Replies
    10
    Views
    1,903

    Re: Cg To NV_fragment_program performance

    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(...
  8. Replies
    10
    Views
    1,903

    Re: Cg To NV_fragment_program performance

    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...
  9. Replies
    10
    Views
    1,903

    Cg To NV_fragment_program performance

    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...
  10. Thread: Point Lighting

    by XaVinci
    Replies
    2
    Views
    396

    Re: Point Lighting

    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 -...
  11. Thread: Point Lighting

    by XaVinci
    Replies
    2
    Views
    396

    Point Lighting

    Does any one know how to implement a point light in volume rendering?
  12. Re: Multitexturing Performance and 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.
  13. Multitexturing Performance and Volume Rendering

    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...
  14. Replies
    7
    Views
    605

    Re: Strange behaviour on Quadro cards

    Thanks Relic for your CopyPixels.
    It is working now!

    Thanks Knackered for pointing out the extra
    drawing that coz the performance drop!
  15. Replies
    7
    Views
    605

    Re: Strange behaviour on Quadro cards

    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...
  16. Replies
    7
    Views
    605

    Re: Strange behaviour on Quadro cards

    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...
  17. Replies
    7
    Views
    605

    Strange behaviour on Quadro cards

    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....
  18. Re: Clipping planes implementation on GeForce3

    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...
  19. Clipping planes implementation on GeForce3

    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...
  20. Replies
    1
    Views
    536

    Re: Color Lookup Table via Dependent Textures

    Please ignore my question.
    I found out my mistake.
    A stupid one.

    Thanks
  21. Replies
    1
    Views
    536

    Color Lookup Table via Dependent Textures

    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...
Results 1 to 21 of 21