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<0> You have somehow limitations on per pixel control, but there are other methods you can use instead. <0> You don't have full access to the framebuffer. <0> As Maloeran said, it's rasterization. Everything is mostly done with vertices. <1> Okay, that's the kind of thing I was wondering. <1> One thing i wish was present was letting me do matrix transforms directly. I have a former coworker that needs a lot of FFTs done on very large float data. <0> You can. <1> Some insane number of 1000x10,000 <2> If there isn't random memory access or branching, GPUs could help <0> Make your matrix, and then use glLoadMatrix* or glMultMatrix* <1> IT's just a FFT <0> They have to be 4x4 <2> That's not exactly what I had in mind... :) <1> FFT requires the whole matrix to operate. <2> Store yor input data in textures, write specialized fragment programs <0> GPU math is fun. <1> They are considering it.
<0> Still somehow akward. I hope it becomes easier with Directx10 <1> FFT&IFFT are pretty common operations. I bet someone has already written a lib to do it, I would think that would be one of the first things you want to do <2> Yes, there are libraries for GPU based computations <1> Do you know the names? I bet he'd like it if he can p*** it on <2> GPGPU I think it was called, there are others <2> You better have a look yourself to see what meets your needs <2> Actually, have a look at Nvidia's CUDA <1> Thank you, I'll p*** it on to him. CUDA seems just like what he's looking for <1> if he can use that to do the FFT and IFFT, that would really reduce their workload. <1> He'll probably end up with a hell of a machine to play quake 4 on.... <1> If he can prove to his boss that it's worth it, they have no problem dropping $10k in a heartbeat. <1> HAHA! But he'll have to multi-thread. I warned him this day was coming. <2> It's far worse than multi-thread ;), GPUs are a tricky and... akward computation platform <1> But there is an existing app, that's not written thread-safe. <1> It's VERY not thread-safe. <2> Poor planning then <1> Yeah. Their app would really chew up a multi-core system. FFT would work well on it. <2> Is it using SSE, prefetching, etc.? <1> It uses a lib written by intel for doing FFT's <2> So I guess it does, okay <1> But the ffts are broken up into parts. Each part is independent. <1> So you can FFT part 1 and part 2 at the same time, and they have indepent results. And there's like 500 parts. <1> Actually.... I gota suggest that to him. <2> Quite easy to parallelize <1> Or get him to let me work on it for $$$$$ <1> I could REALLY speed it up throwing it at a multi-core system. And they have the funding to drop it on a lot of cores. <1> Multi-core would pay off for them, because they have to operate on 1 set of data really fast. <1> The set is something crazy like 250megs I don't remember the exact numbers. <1> The problem is almost all ops will be a cache miss, FFT has to scan all of the data once to do a full loop. It's a matrix multiply. <2> You really should be prefetching memory in that kind of problem <1> I'm guessing the intel libs do that already. <2> Perhaps so, but then cache misses shouldn't be too severe <1> Yeah. But it's hard to do stuff like throw it on a bunch of machines because the io cost is soo high. <1> But if he can queue up his calls to the IPPs and throw it on a 2x2 core system.... <2> Sure thing. That vaguely reminds me the distributed fluid dynamics computations I'll soon have to deal with <1> Actually it's about the same problem. <1> Hehe, I need to start lining that up as a backup plan. Just in case. <1> Never hurts to have a spare job laying around. <1> so when does swtiching from glVertex to glDrawElements start paying off? <2> When dealing with hundreds, thousands vertices per frame <1> I know opensl breaks that <1> Heck, most objects in SL are cubes. 4*6 is 24 vectors each. <1> 100 objects onscreen is nothing. <1> How many objects do you have to do at once for it to pay off, I doubt calling drawElements works well on one point. <2> You can't switch textures within a glDrawElements(), so the short answer would be... as many as possible <1> Ouch, that's painful for this. <1> Everything has a texture. <2> Switch textures and vertex/fragment pipelines as rarely as possible <1> Switching textures is required for every face. <1> What do you mean by vertex/fragment pipeline? <2> "Shaders" <1> ah <1> Okay, they have ****y shaders, so that's not a problem. <1> Shaders are hard to turn on, so that's not a risk. <2> You want to switch state as rarely as possible, rendering as much as possible between changes <2> Bind texture A, render all that is visible and uses texture A, Bind texture B, [..] <1> can you switch colors? <2> Yes <1> I wish it supported textures :( <1> It would save soo much effort.
<2> It's a matter of efficiency <2> You can hardly change textures between two glDrawElements(), that isn't the point.. <1> Yeah, but every quad needs a new surface. <2> You can already* change <1> I want one gldrawelements that lets me render... everything. <2> As I said, sounds like very poor design :) <1> Well it's a high-texture app. <2> Primitives using the same texture should be rendered together <1> Very few things use the same texture <1> But is there a noticeable improvement by switching from rendering using glVector over gldrawElements? Just switching groups of 4 or 6 quads to using it? <2> You won't see much of a difference, perhaps a tiny one... <1> Okay <1> Humm. Definatly ****s. <1> There's linked groups, but I don't know if linked groups are pulled down all at once. <1> linked groups are close to surfaces. <3> wouldn't display lists be better as a simple optimization in SL? <1> How so? I'm a opengl noob. <3> an easier conversion was what I was thinking of :p <3> without much loss in performance over drawElements <1> What do you mean? <3> well, a display list is more or less a compiled list of GL commands <1> Ah, sounds good. <3> that's to my understanding though, someone more experienced would have to comment more closely on that :p <1> This code would be easy to make it use display lists. (I Just crashed coursed on them) <1> All of the objects are inside of a C++ object. We can detect when the fields that build the object change. <1> and invalidate the display list <3> you could always give it a shot and profile it <1> My big worries is that the display lists would be really short. <2> You won't gain much there either, and display lists aren't always well optimized in drivers <3> well, have you profiled SL in it's current stage? <2> And profiling of OpenGL code never produces meaningful results.. <3> I thought that glDEBugger thingy or whatever did it pretty well? <1> Nope, I don't know how. I'll learn soon. <2> Oh sure, if you use a ogl-specific profiler of some sort <1> Right now is to tinker and learn. <3> anyway, gotta run, see you all later <1> Thanks <1> Oh no! this takes s, t, r, q... @#$@#$@ <1> Is that a Quaternion? <2> Texturing coordinates? <1> yes <1> Or is that just texture cords in x, y, z, w? <2> No, these are not quaternions, but coordinates <2> Right <1> okay, I'm still working on w... why does it default to 1? <2> Read the redbook chapter on matrix transformations, it should be clear enough <1> Thanks <1> will do <1> So what tools are there for measuring opengl code? <4> Measuring? <1> I want to insturment sections so I can see how change XXX effects render time. <4> http://www.gremedy.com/ <4> I think NV has a suite of tools too, for use with their drivers <4> I wouldnt be surprised if Ati had something similar <1> How convient, I have a nvidia card! <5> but would you be suprised if I did this "HOOOODEEEBADABA JOW JING JANGLE ABRA KADABRA"!!!! <1> do you know the name of the nvidia tool? It'll make it much easier ot search for <2> Nvidia profiler should lead to it <1> doah! I was searching for nvidia profile... <1> nvprefkit. Thanks <5> http://world.std.com/~sweetser/quaternions/qindex/qindex.html <5> lots of neat physics crap in there <6> hi... again... well uniti if you still care to explain me i'm here to listen now D <6> (the nurbs stuff) <2> Did you have a look at http://fly.cc.fer.hr/~unreal/theredbook/chapter11.html ? <2> Redbook's chapter on evaluators <6> not yet... but evaluators sound like the bezier stuff <6> ok read it... the article spares the details about using the knots <6> first i would need the simple case of a straight line (without any magnetic effect) of maybe 3 points <6> how would the appropiate knot vector look alike? <7> using GL_LINE_STRIP and GL_SMOOTH I'm getting small gaps between line segments - is there any way to fix this? <8> glHint(GL_LINE_SMOOTH_HINT, GL_NICEST)? <9> i'm making a sphere in opengl. should i use lots of GL_QUADS or GL_QUAD_STRIP for each z depth? <7> jenova - nope
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