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#Actualpondwater

Posted 23 August 2013 - 03:49 PM

Currently I run 256 to 1024 compute shader invocations depending on the resolution of my current approach, each calculating the overlapped area asyncronously.

 

I was considering using a rendering type approach as you suggested, but drawing and counting pixels instead of simply querying. Do you think there would be a performance gain in what would effectively be 256-1024 sequential occlusion queuries per annealing iteration?

 

I do not have any experience with the ARB_occlusion_query OpenGL extension so I do not know anything about its performance.


#1pondwater

Posted 23 August 2013 - 03:48 PM

Currently I run 256 to 1024 compute shader invocations depending on the resolution of my current approach, each calculating the overlapped area asyncronously.

 

I was considering using a rendering type approach as you suggested, but drawing insteal of simply querying. Do you think there would be a performance gain in what would effectively be 256-1024 sequential occlusion queuries per annealing iteration?

 

Would I be able to batch or instance these queries and execute a single call, i am do not have any experience with the ARB_occlusion_query OpenGL extension.


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