Geometry Shaders for Irrlicht(development closed till later)
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Nice work, but You have to remember about performance. On DX11 tessellation in much faster than via Geometry Shader. Only problem are GeForce cards, because Tessellation is also avaiable on Radeon HD2xxx and up, so on DX10 hardware.
Library helping with network requests, tasks management, logger etc in desktop and mobile apps: https://github.com/GrupaPracuj/hermes
It should be orders of magnitude faster because it is a fixed-function part of the pipeline that is meant to do it. Geometry shaders really were never meant to do tessellation which is why I'm curious how fast your demonstration there runs and on what hardware?
And OpenGL will only receive hardware tessellation into its core specification sometime after both AMD and nVidia support it. Right now AMD is the only manufacturer to have it and they haven't released any recent extensions related to the new hardware tessellation unit for their GPUs.
And OpenGL will only receive hardware tessellation into its core specification sometime after both AMD and nVidia support it. Right now AMD is the only manufacturer to have it and they haven't released any recent extensions related to the new hardware tessellation unit for their GPUs.
Last edited by Halifax on Wed Jan 06, 2010 3:48 pm, edited 1 time in total.
TheQuestion = 2B || !2B
i love and hate triangle strip output type.
love:
because on tesselation level 1 i output 4 verts instead of 6
on level 2 i have 8 instead of 12
hate:
because on tesselation level 2 i output 2 useless triangles
but with some luck i can add another tesselation level.
that would make 64 triangles per big triangle
aaand i need to optimise texture reads
96 reads for 36 vertices
some are double reads... (same tcoord)
UPDATE:
Im super happy now.
I fixed my level 2 code. 4 triangles and 8 vertices
Even Better level 3 (8 triangles, originally 24 verts) 13 vertices
love:
because on tesselation level 1 i output 4 verts instead of 6
on level 2 i have 8 instead of 12
hate:
because on tesselation level 2 i output 2 useless triangles
but with some luck i can add another tesselation level.
that would make 64 triangles per big triangle
aaand i need to optimise texture reads
96 reads for 36 vertices
some are double reads... (same tcoord)
UPDATE:
Im super happy now.
I fixed my level 2 code. 4 triangles and 8 vertices
Even Better level 3 (8 triangles, originally 24 verts) 13 vertices
ladies and gentlemen i am officially finished (at least for this realease)
http://project-ninja-star.googlecode.co ... rsGLSL.zip
http://project-ninja-star.googlecode.co ... rsGLSL.zip
what's the real advantage of this?
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My blog: http://www.zhieng.com
My co-working space: http://www.deskspace.info