Optimization

Member
Posts: 45
Joined: 2006.11
Post: #16
Macworld this week. Hrm... maybe? Probably not since they just released new versions of xcode and osx. maybe wwdc, maybe. I'm hoping for GLSLANG support in shader builder, but that's quite a jump.

Jeremy Bell
WolverineSoft Project Coordinator
http://www.umich.edu/~wsoft
Quote this message in a reply
Luminary
Posts: 5,143
Joined: 2002.04
Post: #17
GLSLang support in shader builder seems a bit premature when there's no GLSLang support in the drivers yet...
Quote this message in a reply
Sage
Posts: 1,232
Joined: 2002.10
Post: #18
Mars_999 Wrote:Ditto and its a GL1.5 requirement. Whoo hoo! Bring on 1.5 Apple.

Whoa, whoa. Let's get 1.4 first, huh? ARB_point_parameters, and working AA points?

Actually, how about just getting the 1.0/1.1/1.2/1.3 features working first? I'm sick of the driver crashing.
Quote this message in a reply
Sage
Posts: 1,232
Joined: 2002.10
Post: #19
OneSadCookie Wrote:Interestingly, despite it not being on that list, I've had success using VAR on the Rage 128, and a decent performance improvement from it (better than CVA).

I wonder what's stopping it being officially supported?

Ok, after spending another 8 hours in the lab, I also found that VAR works fine on Rage128 and Rage128Pro.

HOWEVER! It does not work on the original Radeon! The vertices come out fine but texture coordinates are wrong. This chipset shows up in a bunch of iBooks as a Radeon 7000.

So...... there are Quartz-Extreme capable machines (rectangle tex etc) which don't support VAR!

>>ARGGGGGGH<< (have to go write another whole rendering path now...)
Quote this message in a reply
Sage
Posts: 1,232
Joined: 2002.10
Post: #20
It's also worth noting that GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_APPLE changed from 65535 to 0 on the Rage128/Rage128 Pro, between Jaguar and Panther. I guess they are indicating that it is not supposed to be supported.

However, it is still 65535 on the Radeon 7000 in both Jaguar and Panther, even though it doesn't work. Hrrrrm.

BTW my at-a-glance OS X GLInfo page is now updated for 10.3.2 and more cards.
Quote this message in a reply
Sage
Posts: 1,232
Joined: 2002.10
Post: #21
Jake Wrote:so I think I am using the alpha test correctly.

Back on topic, in case alpha test is still unclear, there is some good documentation about it here:

http://developer.nvidia.com/attach/1436
Quote this message in a reply
Sage
Posts: 1,232
Joined: 2002.10
Post: #22
And just to reply to myself again,

arekkusu Wrote:There was also a thread on this board where I showed exactly how to set up double buffered VAR, but Carlos seems to have nuked it in the big forum shuffle.

Looks like the thread is back, see here
Quote this message in a reply
Post Reply 

Possibly Related Threads...
Thread: Author Replies: Views: Last Post
  Simple ray-face intersect optimization NYGhost 8 6,244 Aug 17, 2007 12:01 PM
Last Post: NYGhost
  OpenGL code optimization unknown 38 13,605 Jul 28, 2005 10:22 PM
Last Post: unknown
  vertex array optimization reubert 1 2,763 Aug 27, 2004 03:05 PM
Last Post: OneSadCookie
  Lightmaps and Optimization BobimusPrime 7 3,841 Dec 10, 2003 06:57 AM
Last Post: David