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edwinnie

store triangles in GPU??

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hihi, I was reading this raytracing paper by purcell. http://graphics.stanford.edu/papers/rtongfx/" he mentioned about storing the geometrical data in the GPU, but does that relate to using VBO? or something else which can be done by Cg? thx! Edwinz [edited by - edwinnie on May 21, 2004 2:00:35 AM]

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Using VBO, and using the proper flags ( sorry don''t know them myself, but basically saying the geometry is write only and static ), will encourange the driver automatically place geometry on the on-board video memory.

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explanation:


edwinnie,

this has nothing to do with Cg; Cg is a highlevel shading language, a way to shade your objects; the GPU is the processor on the board and this processor is processing your Cg shaders, and all other funny things in the graphic pipeline; and this processor also stores/grabs the data from the graphic boards videoram/VRAM; storing your data in the videoram is supported by the graphic API''s by nearly the same way.


/explanation:

DJSnow
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hi there!
thx fer replying!

I re-read purcell''s and realized that
1)vertex positions are stored as textures
2)each triangle occupies a voxel in a triangle list texture
3)a 3d grid(as 3d texture) contains pointers to the list of triangles

But i wonder, how can the vertex positions be stored in a texture, if VBOs are used. That kinda doesnt make sense to me right now...

If anyone can give some nice pointers here would be grateful!

thx!
Edwinz

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