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Query Failed
Hobgoblin
Saturday, August 8, 2009
A few years ago in a Calculus class I came across this method whilst trying to work out how I could render certain shapes, using a method of rotating around the vertices and placing a triangle vertex at points that reduced in distance (along the vertex list) gradually, so the first triangle's vertices were x of the circles vertices apart, then the next tier of triangles had vertices that were x-1 of the circles vertices apart and so on.
At the time all I thought was that it was an interesting way to fill a circle, I didn't really think about actually applying it for tessellation, so nice job in that regard as it appears to be really effective as far as fragment shading is concerned.
Wish I had thought of actually applying it.
Nice job.
Tiv
Thursday, July 30, 2009
I think the bug would be the not-working alpha-blending on the trees at around 0:35.
Rob L.
Sunday, July 26, 2009
Hi,
I just checked my card (s.b.) and it doesn't seem to support GL_EXT_timer_query. However, it supports GL_AMD_performance_monitor, which at the first glace over the description looks like it has some more functionality.
My card's OpenGL driver info:
ATI Radeon HD 4850
OpenGL version: 2.1.8673
CCC version: June 2009
What do you guys think about that? Do you have any tips and tricks to share?
Regards,
Rob
Humus
Saturday, July 25, 2009
Overlord, I've implemented profiling support in Framework4. In OpenGL I'm using GL_EXT_timer_query and timestamp queries in DirectX. I guess it could still be useful to make a demo of it. I'll add that to my ever expanding TODO list.
Rob L.
Saturday, July 25, 2009
I was just citing.
Thanks.

Daniel
Saturday, July 25, 2009
"Still pretty decent, if you don't consider that their SSAO implementation obviously is much slower than any SSAO implementation ever used in any game."
FAIL
I am also sick of hearing performance comparisons in fps. The worst is when you get something like 'changing that option increased 5 fps'. 5 fps?!? That could mean anything depending on what the total framerate was.
Your percentage point reminds me of when I first tried AMD's GPU PerfStudio and it would only tell you what percent of the frame a given event took. Not very useful.
Sopyer, I have also found PIX for windows to be god-awful wrt stability and usability. Anytime I get close to finding some useful information after sorting through pages of irrelevant render state setting, the program crashes. There's a difference of night and day between PIX for windows and PIX for xbox 360. When I have a bug that needs PIX the first thing I do is try to repro it on the xbox.
Overlord
Saturday, July 25, 2009
@Michael: shouldn't it be "Miliseconds-per-letter".
@Humus: wouldn't it be a good thing to follow up with a demo that implements GL_EXT_timer_query and measures different parts within a demo to show how long different parts take.
Michael
Friday, July 24, 2009
Hum,
Could you let us know how long it took you to write that post? But please do not use "Words-per-Second"... use the more accurate "Letters-per-Second".
thanks.

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