Optimization
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
Jeremy Bell
WolverineSoft Project Coordinator
http://www.umich.edu/~wsoft
GLSLang support in shader builder seems a bit premature when there's no GLSLang support in the drivers yet...
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.
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...)
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.
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.
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
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