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<0> hey all <1> hi <0> I have a performance issue in my openGL app and not sur how to solve it ... am displaying images (rgba images) and upon user action I only want to display one channel (r or g or b etc..) and for that I use the colorMatrix of openGL <0> but he performances are just terrible, going from 190fps down to 20 ... <2> Look up glColorMask() <0> I do lMatrixMode(GL_COLOR); glLoadMatrixf(_m.m); <0> wow <0> how come i never heard of that :) <2> :) It's exactly what you need, and pretty much a free setting <0> yeah i can see that <0> there's only one point that is annoying me <0> can't display the luminance <0> only rgba <2> What do you mean exactly? Converting to grayscale? <0> yeah sort of
<0> u have coefs for r,g,b to compute the luminance <2> You'll need a fragment program/shader to do that <0> that's why I was using a colorMatrix <0> so I could choose exactly what I wanted <3> don't you just times the green by 0.62? :) <0> nope <2> That color matrix might not have hardware support in your drivers, while fragment programs/shaders probably do <0> usually 0.3*r + 0.59*g + 0.11*b <0> I have a 6800Go <3> 59? i read 62/3 I'm sure <3> I have a 6800 Ultra <0> well that's the values we use for film :p <3> maybe that looks better <3> but in acctuality it's higher <0> well it's just a representation anyway <3> Maloeran <3> what's a texel <0> a piece of texture? <2> Pixel of texture <3> ah cool <3> I can do 6.4 gigatexels a second <3> so 6.4 million for 1000fps? <4> I hate that approach of measurement. <3> texels/sec or fps? <2> The reality is always a bit different than these... theorical maximums <4> Because it sounds much for those not familiar with the measuring. <3> it is much <4> In reality, you want to know the number of lookups per frame, given a fps count. <3> I upgraded from a crippled gefroce 2 <3> it's *VERY VERY* good :P <4> By the way, what is a gigatexel? One million what? Texel lookups? <3> million? can you not do math? <3> it's 1000 million * 6.4 <4> Ops. 1000^3 <3> pixel fill rate <2> That's not exactly the pixel fill rate... <4> But still, the unit name is kind of weird. I've never heard of gigatexels. <3> it is on my card, peak theoretical texels = 6.4, peak theoretical pixels = 6.4 <2> Anyway, it doesn't say much. You access 8 texels per trilinear filtering lookup <3> would you prefer 6400000000texels/sec ? <4> According to SI units, you add kilo, giga, tera and so on to measurment units. <4> texel is not such a unit. <3> ergh <3> it means 'billion of' <4> That's like saying gigacars when you mean a billion cars. <3> no <3> you can't pluralize it like that ;) <3> texels/sec is a measurement <3> cars isn't <4> Well, remove the 's' then. That wasn't my point. <2> It's not clear it's a mesurement of what exactly <3> yea but replace texels with something more accurate and the giga- part still works fine <3> it's a measurement <4> .. <3> just like 10 kilograms/second <4> It's a NVidia/AMD buzzword for me, until someone proves otherwise. <3> I'm not arguing that <4> kilograms and seconds are units for measurement. <4> a texel is an abstract entity <4> Not a unit.
<4> Just as a car is an object, not a unit. <3> I KNOW <3> I was never arguing that1 <3> s/1/! <4> You just want to change 'texel' with something else? <4> You don't have a darn clue what they actually are measuring, are you? ;-) <3> yep <3> we already agreed on that <3> neither of us do <3> because it's a buzzword <3> you were saying that you can't measure texel lookups or anything else to do with texels in giga- <4> Almost right :) <4> I'm saying that a texel isn't a unit. <3> I never said otherwise <4> So I have no idea what they mean. Not that it should make sense for anyone. <3> correct <4> Same thing is almost true for digital cameras, which are measured in megapixels. <4> That is a bunch of crap. <3> I'm fine with that <4> Big numbers are suppose to trick consumers. <3> it has 1 million pixels in the image <4> Allthough the standard resolutions make perfect sense. <3> so, megapixel <3> I wanna make a camera that is 1000000*1 <4> Yes, but then what? You don't know the width or height? <4> Or what aspect ratio it supports. <3> who cares, it's going to be in a normal enough aspect ratio, and have at least a million pixels <4> Consumers don't do that math in the head. Thinking that would be naive. <1> a texel is a the smallest element of the texture, if you're looking at the texture at 100% size, 1 texel = 1 pixel <3> that's good enough for the common person who barely knwos what a pixel is <3> Rulzern: we know <1> oh, so what's the confusion about? <3> we were saying that texels/sec doesn't mean much <3> texel what, blits? lookups? <1> ah <1> it's not as if you can actually use those numbers for anything than a loose guess at real-world performance <2> It's probably the theorical maximum based on the speed of the video memory, how many times per second can it query the same texel <2> Which is most meaningless <1> I think the latest nvidia drivers messed up my shader :( <3> *but* those 'meaningless' numbers are all derived in the same way, it means nothing of performance, but is perfectly acceptable for comparing cards <1> that's ***uming those numbers address a bottleneck, and that they are derived in the same way <1> if anybody has knowledge of quaternions and has time to help me with this problem, please look here http://rafb.net/p/qfVC2224.html <3> quarter of an onion? <4> Rulzern: First, ***ert that length is never zero when using it. <3> Maloeran: how does one go about texturing a model usualy? <4> Afaik you shouldn't store the length as a member. <4> zid`: CAD tools usually have a UV editor. <1> Madsy: I should be doing GetLength() before doing anything involving the length <3> Madsy: i meant programatically <3> I'm new to gl <4> Rulzern: But the length might be zero. <3> I can texture a quad, no idea how i'd do it for a model with multiple polys <4> Rulzern: Also, I wonder about line 130 <4> viewVec is not initialized. <1> fixed, no difference, going to do some testing on the length now, give me a few seconds <4> "fixed"? No difference? <1> yeah, initializing it now :p <4> When I can find such errors in 2 minutes, you better look more closely yourself. <1> that's the thing, I've been trying lots and lots of things with this for a long time, I just can't produce any different results, it _seems_ to be working correctly, I'm thinking that the real error comes when I'm trying to make the matrix out of the view vector <4> Rulzern: Still here? <4> http://www.mechcore.net/code/algebra/vec.h <4> If you want. <1> thanks :) <4> Not the best vector cl*** ever, but better than nothing. <4> I even use it for fixedpoint. <1> it can't be worse than what I have :p <4> I've just made my own "fixed" type with its own operator rules. <4> Then I just do: std::vector< alg::POS3D<fixed> > vertices; <5> what libs do i need to do ogl developing in VS .net? and where can i get em? <4> What language? <5> cpp <6> C preprocessor? or c++? <4> HARLEM: You need the PlatformSDK <5> c++
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