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Comments:
<0> I'm trying to do some vector math to define the position of some objects. I'm wondering if there's any way I can offload that to the GPU somehow through opengl... <0> What methods should I look into <1> hmm, gpgpu.org? <0> I was just wondering if opengl supported this somehow. I'm still learning all the diffrent things you can do with it.
<1> hmm, I'm guessing you can do it in the vertex shader maybe? <0> I don't know. <0> Like one of the most common cases. I have a particle. it needs to be between color A and B, fading evenly form start (0.0) to end (1.0). <0> It's trivial to calculate, but takes a lot of time when you have to do 1000 of those each frame. <1> well, communicating variables to the shader is fairly time-consuming IIRC <1> not sure how fast it is to do RTT and using that as input to the shader <0> RTT? <1> render-to-texture <1> are you sure that you're trying to optimize the right way? <0> I dunno. Let me back up a step <1> you're not using immidiate mode, right? :p <0> I'm rendering particles to the screen. it's very expensive. I want to make it faster.
<1> glVertex <0> Let me make sure :P <0> I'm having to hunt down where teh actual rendering is taking place <0> I'm still digging... <0> I don't think it does. <0> I'm still tracing the render code down. <0> It stores the vectors in an array with some other data to render it, then the render loop pushes it to opengl <0> It uses glDrawRangeElements... <0> Each frame is divided into diffrent types of "things", and the pools of things are rebuild pretty much every frame. <0> I think. I'm crash coursing in how this render engine works. <0> It's all put into a big list, and dumpted all at once via glDrawRangeEvents. <2> 1 client should have been opped.
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