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#Actuallomateron

Posted 17 September 2012 - 08:10 PM

I have a texture1D 300 X 1. I set it to be the render target.
To draw to all the pixels in the texture, I have two methods.
The first and most common is using draw() and the second is using drawInstanced()

draw() will use a typology of line list and 2 vertex to define the line that will go acros all the pixels of the texture

drawInstanced() will use a typology of point list and 1 vertex that will be modified depending on the intanceID to run in a different pixel of the texture

The question is, which method will end the drawing first?Are they equal.

What i am going to do is use drawIntanced(), not to draw to all the pixels of a 30X1 texture, but to draw to 1 pixel of a 1X1 texture and depending on the value that each pixel shader returns, the pixel will be replaced with that value.

So I create that comparison to see how fast that will be.

#4lomateron

Posted 17 September 2012 - 07:59 PM

I have a texture1D 300 X 1. I set it to be the render target.
To draw to all the pixels in the texture, I have two methods.
The first and most common is using draw() and the second is using drawInstanced()

draw() will use a typology of line list and 2 vertex to define the line that will go acros all the pixels of the texture

drawInstanced() will use a typology of point list and 1 vertex that will be modified depending on the intanceID to run in a different pixel of the texture

The question is, which method will end the drawing first?Are they equal.

What i really want to do is use drawIntanced(), not to draw to all the pixels of a 30X1 texture, but to draw to 1 pixel of a 1X1 texture and depending on the value that each draw returns to the pixel, the pixel will be replaced with that value.

So I create that comparison to see how fast that will be.

#3lomateron

Posted 17 September 2012 - 07:57 PM

I have a texture1D 300 X 1. I set it to be the render target.
To draw to all the pixels in the texture, I have two methods.
The first and most common is using draw() and the second is using drawInstanced()

draw() will use a typology of line list and 2 vertex to define the line that will go acros all the pixels of the texture

drawInstanced() will use a typology of point list and 1 vertex that will be modified depending on the intanceID to run in a different pixel of the texture

The question is, which is faster?Are they equal.

What i really want to do is use drawIntanced(), not to draw to all the pixels of a 30X1 texture, but to draw to 1 pixel of a 1X1 texture and depending on the value that each draw returns to the pixel, the pixel will be replaced with that value.

So I create that comparison to see how fast that will be.

#2lomateron

Posted 17 September 2012 - 07:56 PM

I have a texture1D 300 X 1. I set it to be the render target.
To draw to all the pixels in the texture.
I have two methods, the first and most common is using draw() and the second is using drawInstanced()

draw() will use a typology of line list and 2 vertex to define the line that will go acros all the pixels of the texture

drawInstanced() will use a typology of point list and 1 vertex that will be modified depending on the intanceID to run in a different pixel of the texture

The question is, which is faster?Are they equal.

What i really want to do is use drawIntanced(), not to draw to all the pixels of a 30X1 texture, but to draw to 1 pixel of a 1X1 texture and depending on the value that each draw returns to the pixel, the pixel will be replaced with that value.

So I create that comparison to see how fast that will be.

#1lomateron

Posted 16 September 2012 - 03:18 PM

I have a texture1D 300 X 1.
I want to draw across all the pixels in the texture,
I have two methods, the first and most common is using draw() and the second is using drawInstanced()

draw() will use a typology of line list and 2 vertex to define the line that will go acros all the pixels of the texture

drawInstanced() will use a typology of point list and 1 vertex that will be modified depending on the intanceID to run in a different pixel of the texture

The question is, which is faster?Are they equal.

What i really want to do is use drawIntanced(), not to draw to all the pixels of a 30X1 texture, but to draw to 1 pixel of a 1X1 texture and depending on the value that each draw returns to the pixel, the pixel will be replaced with that value.

So I create that comparison to see how fast that will be.

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