"Black holes are where God divided by zero"
- Steven Wright
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Query Failedpro
Thursday, July 8, 2004

It seems that some newer nVidia graphics cards (including GeForce FX 5900) do not perform the stencil test before the actual shader execution.
The stencil test does work, however, but the lighting shader is executed full-screen for every light. I notified this when I reduced the light range to 100 units (no lit pixels visible) and the fps was still the same. You can even clear the stencil buffer to 1 and remove the DrawIf() call and the lighting shader gets executed.
Is it possible that nVidia hardware does not support early stencil test?

PcM
Wednesday, July 7, 2004

Gi'me the money!!!
paun.cristi@k.ro

Andrew
Wednesday, July 7, 2004

Ah fair enough. On closer inspection I guess your playing with the stencil buffer does do more than a depth-only pass, although I still think the concepts are similar.

Humus
Wednesday, July 7, 2004

Well, this demo uses that too, but it's not the same thing. What he describes is just a depth-only pass.

diegopark
Wednesday, July 7, 2004

incredibly great stuff --including funny icons

Chman
Wednesday, July 7, 2004

Congratulation !
Your website is plenty of great stuff for programmers

Andrew
Wednesday, July 7, 2004

This is basically the same concept as what Richard Huddy calls "Pre Zee" in his presentation, no?
http://www.ati.com/developer/gdc/Huddy_SaveTheNanosecond.pdf

None-the-less very cool stuff Humus. I'm surprised that it made that huge a difference in a relatively simple shader, though. Anyways, keep up the great work

Humus
Tuesday, July 6, 2004

sqrt[-1],
that's a pretty good idea. Works just fine. Doesn't speed things up noticable though, but it may help on nVidia cards I guess if they can skip clearing between lights.

Anonymous,
yeah, I'm pretty happy with it. Makes things a bit more convenient, and less chance to miss a comment.

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