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Member Since 26 Sep 2008
Offline Last Active Aug 09 2012 12:05 AM

Posts I've Made

In Topic: [SOLVED] Hair simulation. Verlet/Constraints

04 August 2012 - 08:49 AM

Nevermind... figured it out - there is nothing wrong with the algorithm - I just accidentally ran the constraint generation kernel every iteration...

In Topic: [SOLVED] Hair simulation. Verlet/Constraints

02 August 2012 - 12:36 PM

I thought that maybe it's because of the parallel execution of the Distance constraints in the loop, so created a serialized version, where only one thread solves the constraints:
[source lang="cpp"] barrier(CLK_LOCAL_MEM_FENCE); if(idl == 0) { for(int i = 0; i < dcIter; i++) { for(int i = 1; i < verticesPerHair; i++) { DistanceConstraint constraint = localconst[i]; distanceConstraint(localpos, constraint.id1 % verticesPerHair, constraint.id2 % verticesPerHair, constraint.d); } } } barrier(CLK_LOCAL_MEM_FENCE);[/source]

This yielded the same results however :/. I've looked into several resources on the topic:


But I see nothing on the issue at hand. I'm using 20 iterations for the constraints, but the same happens if I do 200 or 2000 - just at a slower rate!

In Topic: [Texture Mapping] Relation between float and short Texture coordinate formats?

10 October 2008 - 10:56 AM

Oh I meant something different - if i have a texture coordinate of, for example, 3, then I get a repeated or clamped texture. What I want is to use short texture coordinates and to be able to adress texels which lie somewhere in the middle of the texture. Is this even possible with short as tex coord type?

In Topic: [Texture Mapping] Relation between float and short Texture coordinate formats?

10 October 2008 - 09:05 AM

Is there no answer for this question? :)

In Topic: Flickering triangle

10 October 2008 - 09:03 AM

Yep, I also set the near clipping plane to 1.0 because of another mesh which didn't render properly. Thank you for your help and for explaining why 1.0 for near plane is better. :)