"If the lessons of history teach us anything it is that nobody learns the lessons that history teaches us."
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Query FailedSunray
Friday, July 9, 2004

lol, 1500 fps? I've 40 fps without "branching" and 100 with. (Radeon 9700 Pro)

NitroGL
Thursday, July 8, 2004

Hm... On my system, the demo runs faster with out the branching.

640x480 window
~290FPS with branching
~1500FPS with out

GK
Thursday, July 8, 2004

Big congratulations to you!

I think you got much publicity because you showed that SH 3.0 is not necessary to make betufiul bump-mapping or what it now as. I saw it mentioned on a lot of sites and it was by such a link I came here

MesserFuerFrauSchmid
Thursday, July 8, 2004

@pro Yep you are right it does not. Stencil is after shader. That's the problem when you rely on undocumented stuff like that.

Humus
Thursday, July 8, 2004

Did you try the latest version?

pro
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.

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