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Promit

Member Since 29 Jul 2001
Offline Last Active Yesterday, 10:22 PM

#5148643 HLSL float4x4 vs float3x3

Posted by Promit on 21 April 2014 - 08:59 PM

I haven't yet tried any of this because I want to get as much info as possible so I can "do it right". If I used your suggestion, how would I change the float3 into some type of rotation matrix? Would it be a float3x3 with [0,0] for x axis, [1,1] for y axis, and [2,2] for z axis? I don't actually know how to set it up.....

 

And the question remains, would I be sacrificing speed for a smaller size?

Look up quaternion <-> matrix conversions, or how to set up transformations directly as quaternions. It's easier to start with float4 and then apply the float3 optimization later.

 

As for speed, it depends on your bottleneck. If you've got ALU to spare but bandwidth or interpolators are a problem, you win from the conversion. This is probably the case for instancing.




#5147785 10-bit Monitors

Posted by Promit on 17 April 2014 - 08:04 PM

First, only Quadro and FirePro GPUs support 10 bit output. NOT GeForce or Radeon. Second, DisplayPort is typically required for 10 bit support, NOT DVI/HDMI. Third, D3D 9 does NOT support 10 bit. You have to use OpenGL or D3D 10+; 9Ex probably supports it. You'd probably access it by creating a D3DFMT_A2R10G10B10 or D3DFMT_A2B10G10R10 format device. Also, 10 bit will shut off Windows compositing/Aero. NVIDIA might have a workaround, not sure. Haven't tested.

 

This document will give you the rundown for NVIDIA/OpenGL: http://www.nvidia.com/docs/IO/40049/TB-04701-001_v02_new.pdf

This document covers AMD/OpenGL: http://www.amd.com/Documents/10-Bit.pdf




#5146975 My sockets are as fast as pipes..

Posted by Promit on 14 April 2014 - 02:26 PM

Actually TCP/IP is sometimes faster than pipes on Windows, and you get the advantages of fairly portable code and no special case work too. 




#5146593 HSL with smoother transitions?

Posted by Promit on 12 April 2014 - 05:27 PM

I did some research on this a while back. I'm just going to link-dump on you, hopefully you can piece it together.

http://vis4.net/blog/posts/avoid-equidistant-hsv-colors/

http://hclcolor.com/

https://github.com/gka/chroma.js/issues/3

http://hclwizard.org/why-hcl/

Further reading on HCL in particular and perceptually uniform color spaces in general should provide some guidance




#5146556 512x384 15 Layers 30Million Double Precision Calculation Software Blitting wi...

Posted by Promit on 12 April 2014 - 12:44 PM

So here's how this is going to go. I'm going to lock every thread you make that claims anything about NDAs or licenses from the GPU manufacturers. If it happens enough times, where "enough" is indeterminate but almost certainly less than three, I'm going to ban you. 

 

In the meantime you might want to face reality: your code is written like shit and that's why it runs slow. If you actually take some time and learn to write graphics code properly, you won't have this problem.




#5146124 How to get multiple keys input at once in c++

Posted by Promit on 10 April 2014 - 06:35 PM

I just want to jump in here and mention, you should be aware some keyboards can NEVER transmit some keys together. This article has more information: http://www.microsoft.com/appliedsciences/antighostingexplained.mspx

Just something to be aware of in general.




#5144865 Preparing for Mantle

Posted by Promit on 06 April 2014 - 07:30 PM

Sounds like a pain in the ass, to me.




#5143931 Occluding Light in a Deferred Shader

Posted by Promit on 02 April 2014 - 12:12 PM

Deferred shading/lighting has no impact on the problem of computing shadows. You need to compute your shadows in the traditional way, by building shadow maps from the lights and doing depth tests when rendering the lighting. The pass that renders the light geometry will be the one to sample the shadow map and depth test.




#5143393 methods for drawing rain

Posted by Promit on 31 March 2014 - 12:42 AM

There's also a lot of nice rain rendering info in the FXGuide article on Remember Me: http://www.fxguide.com/featured/game-environments-partb/




#5143122 A question about where to store the Camera!

Posted by Promit on 29 March 2014 - 01:51 PM

More parameters usually means less hidden state and less surprises. Embrace it (within reason).




#5142900 choice a 3d axis

Posted by Promit on 28 March 2014 - 11:49 AM

Yeah, interop and consistency are really the big points to think about. Personally I think GL's RH system is idiotic and broken and RH systems should be Z-up, but that's just me. So I would probably use the D3D version, LH with Z into screen.




#5142891 How to time bomb a beta?

Posted by Promit on 28 March 2014 - 11:12 AM

Just plaster BETA all over it and write a date on in obnoxious text.




#5142603 SNES Like 5 Layer 320x240 Graphics Library

Posted by Promit on 27 March 2014 - 09:32 AM

Agreed.

 

P.S. You're not supposed to call BufferData every frame when using STATIC_DRAW.




#5142598 SNES Like 5 Layer 320x240 Graphics Library

Posted by Promit on 27 March 2014 - 09:22 AM

I am the moderator for this forum and have been for years. I have no idea what to do about this thread.

 

I also worked for NVIDIA briefly. There's no such thing as licensing, and there's nobody at NVIDIA waiting to accept your money to make your GPU faster. The last software license I can remember NV charging for acceleration was the PureVideo stuff back when GPU video encode/decode was just coming in. Additionally, the GT 8800 technical brief mentions explicitly that the new design is scalar. That was in 2006.

 

You didn't mention what industry YOU are from but it appears to be one suffering from a lot of completely incorrect information. 




#5141343 Most used model softwares?

Posted by Promit on 22 March 2014 - 07:55 PM

I don't have hard statistics but anecdotally 3DS Max appears to be the favorite by far. Maya is a strong second. Blender, Softimage, Cinema4D, and whatever other packages you can think of have little to no relevance whatsoever. Just to be clear: it's not that they are bad or incapable packages. I'm not commenting on their technical competence. But they simply lack any actual relevance to the workflows commonly used in industry today.

 

And in a somewhat different category, ZBrush is also extremely common in the industry. I've also seen Sketchup used, not for production but for rapid prototyping.






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