Jump to content
  • Advertisement
Sign in to follow this  
kRogue

OpenGL openGL and threads

This topic is 4453 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

All right, here goes the (evil) question: what is safe to do in openGL via threads and what is not? I ask becuase straight from Apple we have: "The Mac OS X OpenGL implementation is not thread-safe but you can still split your processing onto multiple threads. It is extremely important for developers not to issue OpenGL commands for a single context from multiple threads without proper thread synchronization." from http://developer.apple.com/graphicsimaging/opengl/optimizingdata.html maybe my question is a touch too broad... lets start with a (few) examples: 1) loading geomerty (i.e. VBO) and texture data to the card. Can this be done in a thread if the textures and geomerty being loaded are not at all used by any other threads while the loading thread is alive? my concern is that the driver may have some funky logic in it to decide when to send the data to the card, so if you are in thread A drawing stuff (but not using the VBO's and textures affected by thread B) and thread B starts it's loading thing and the driver may decided to move some stuff from card to memory or vica-versa which thread A is playing with, and then thread A might get trashed (i.e. a draw command is issues by thread A when the stuff is (say) in card memory, but when the card actaully does the command it has gotten moved back to system memory) Typical example of doing this is "nicer loading screens" and possible some "load stuff while playing scenarios" 2) FBO's and a simple windowing system: idea: each window renders to a texture .. now admittedly a fixed window may play with the openGL stte alot, so I am not saying do the drawing of each window in it's own thread, but, for each windows there is a Do() and Draw() function. The Do() function does stuff that _should_ not affect the openGL state that touches other windows, i.e. it can do things like change VBOs ann textures it owns, but it does not do any openGL state stuff (i.e. drawing, glMatrix*, ect). So the windowing system does the Do() in threads but the Draw()'s one at a time... would that be safe at all even? Best Regards -kRogue

Share this post


Link to post
Share on other sites
Advertisement
What they say about the OpenGL implementation not being thread safe means that you should use synchronization objects around all OpenGL API calls that might be called from multiple threads. What other processing you are doing with your data is up to you to choose how to synchronize.

I don't know anything about MAC, but in Windows OpenGL will crash badly if you don't do synchronizations across API calls. I hope in a future version you can set some flag to make OpenGL thread safe (like in DirectX), because the way I see it, implementors might have more access to lower synchronization overhead.

Share this post


Link to post
Share on other sites
The long and short of the story is, don't make gl* calls, wgl* calls, glx* calls, or anything else of the sort from more than one thread. It doesn't matter what the usage patterns are. Just don't do it.

Share this post


Link to post
Share on other sites
Well, Quake 3 is a nice example of using OpenGL in a threaded model :). I have been looking into the code only since yesterday so don't know much about it yet, but the idea I get is that carmack is not trying to call two gl functions in different threads without making sure that only one of them executes at any time.

Q3 is using Win32 events to achieve the functionality in the win32 version.

Also, making gl functions thread safe would be more than just making function calls thread safe. The entire states need to be made thread safe. What if one thread is in a glBegin/glEnd and the other one says glGet (no crashes, but invalid operation)?

Instead letting the programmer plan the synchronization constructs works better for me.

Share this post


Link to post
Share on other sites
As Promit says, its just not a good idea todo it.
About the only place you could possibly gain a performance increase is by loading data, HOWEVER an OpenGL context is only current in one thread at a time (win32 at least), as such you'd have to swap the context between threads to upload the data, this is going to cost you performance wise.

Share this post


Link to post
Share on other sites
so, therefore, the idea of doing this with threads is just begging for trouble:

threadA:
Draw a bar via openGL of % stuff loaded.

threadB:
actually load the stuff from disk and put then into openGL

or what I'd really like to do:

while game is running:
threadA:
the game, if a needed resource is not loaded then pause game and wait.

threadB:
checks if there are resources needed now or soon that have not been loaded yet, and loads them to openGL,

so this would be bad ;(

but this should be ok then:
threadA:
conceptionally owns the openGL

threadB:
checks if there are resources needed now or soon that have not been loaded yet, and loads them to memory, when a resource is ready in memory "send a message to threadA" saying to move the data from memory to openGL...


Share this post


Link to post
Share on other sites
Let me see if I can shed some light on this ... Problems with multi-threading in OpenGL stem from its state machine architecture. When the GL context is created, it is done so from within one thread. That thread is given its own stack space where the GL state variables are stored. If you attempt to access those state variables (e.g. gl*, wgl*, glx*) from a separate thread then the calling thread references the variables of the same name in their own stack space ... not in the thread of the GL context ... a completely different set of state variables.

This is why successful threaded GL apps typically use some sort of messaging or command loop running in the primary thread where external threads can post commands to be processed by the primary thread.

Multi-threading can be a great thing for a viz and can help in many ways. However, you had better know what you are doing or you will be in for a world of hurt. A guy I used to work for said it best ... "multithreading with OpenGl separates the men from the boys".

Share this post


Link to post
Share on other sites
The slightly longer version is (on Mac OS X): Don't make any gl* or CGL* calls into same context from different threads, without synchronizing those calls. ie, it is OK to issue GL commands into the same context from multiple threads, BUT you must ensure that no more than one thread is actually in a gl* function at any time.

If each thread has a different current context (but those contexts are not shared), then you don't have to worry about anything.

What you want to do is to load resources in one thread, while rendering from the other. This can be done with shared contexts, although I'm not sure about the exact synchronization requirements.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By mmmax3d
      Hi everyone,
      I would need some assistance from anyone who has a similar experience
      or a nice idea!
      I have created a skybox (as cube) and now I need to add a floor/ground.
      The skybox is created from cubemap and initially it was infinite.
      Now it is finite with a specific size. The floor is a quad in the middle
      of the skybox, like a horizon.
      I have two problems:
      When moving the skybox upwards or downwards, I need to
      sample from points even above the horizon while sampling
      from the botton at the same time.  I am trying to create a seamless blending of the texture
      at the points of the horizon, when the quad is connected
      to the skybox. However, I get skew effects. Does anybody has done sth similar?
      Is there any good practice?
      Thanks everyone!
    • By iArtist93
      I'm trying to implement PBR into my simple OpenGL renderer and trying to use multiple lighting passes, I'm using one pass per light for rendering as follow:
      1- First pass = depth
      2- Second pass = ambient
      3- [3 .. n] for all the lights in the scene.
      I'm using the blending function glBlendFunc(GL_ONE, GL_ONE) for passes [3..n], and i'm doing a Gamma Correction at the end of each fragment shader.
      But i still have a problem with the output image it just looks noisy specially when i'm using texture maps.
      Is there anything wrong with those steps or is there any improvement to this process?
    • By babaliaris
      Hello Everyone!
      I'm learning openGL, and currently i'm making a simple 2D game engine to test what I've learn so far.  In order to not say to much, i made a video in which i'm showing you the behavior of the rendering.
      Video: 
       
      What i was expecting to happen, was the player moving around. When i render only the player, he moves as i would expect. When i add a second Sprite object, instead of the Player, this new sprite object is moving and finally if i add a third Sprite object the third one is moving. And the weird think is that i'm transforming the Vertices of the Player so why the transformation is being applied somewhere else?
       
      Take a look at my code:
      Sprite Class
      (You mostly need to see the Constructor, the Render Method and the Move Method)
      #include "Brain.h" #include <glm/gtc/matrix_transform.hpp> #include <vector> struct Sprite::Implementation { //Position. struct pos pos; //Tag. std::string tag; //Texture. Texture *texture; //Model matrix. glm::mat4 model; //Vertex Array Object. VertexArray *vao; //Vertex Buffer Object. VertexBuffer *vbo; //Layout. VertexBufferLayout *layout; //Index Buffer Object. IndexBuffer *ibo; //Shader. Shader *program; //Brains. std::vector<Brain *> brains; //Deconstructor. ~Implementation(); }; Sprite::Sprite(std::string image_path, std::string tag, float x, float y) { //Create Pointer To Implementaion. m_Impl = new Implementation(); //Set the Position of the Sprite object. m_Impl->pos.x = x; m_Impl->pos.y = y; //Set the tag. m_Impl->tag = tag; //Create The Texture. m_Impl->texture = new Texture(image_path); //Initialize the model Matrix. m_Impl->model = glm::mat4(1.0f); //Get the Width and the Height of the Texture. int width = m_Impl->texture->GetWidth(); int height = m_Impl->texture->GetHeight(); //Create the Verticies. float verticies[] = { //Positions //Texture Coordinates. x, y, 0.0f, 0.0f, x + width, y, 1.0f, 0.0f, x + width, y + height, 1.0f, 1.0f, x, y + height, 0.0f, 1.0f }; //Create the Indicies. unsigned int indicies[] = { 0, 1, 2, 2, 3, 0 }; //Create Vertex Array. m_Impl->vao = new VertexArray(); //Create the Vertex Buffer. m_Impl->vbo = new VertexBuffer((void *)verticies, sizeof(verticies)); //Create The Layout. m_Impl->layout = new VertexBufferLayout(); m_Impl->layout->PushFloat(2); m_Impl->layout->PushFloat(2); m_Impl->vao->AddBuffer(m_Impl->vbo, m_Impl->layout); //Create the Index Buffer. m_Impl->ibo = new IndexBuffer(indicies, 6); //Create the new shader. m_Impl->program = new Shader("Shaders/SpriteShader.shader"); } //Render. void Sprite::Render(Window * window) { //Create the projection Matrix based on the current window width and height. glm::mat4 proj = glm::ortho(0.0f, (float)window->GetWidth(), 0.0f, (float)window->GetHeight(), -1.0f, 1.0f); //Set the MVP Uniform. m_Impl->program->setUniformMat4f("u_MVP", proj * m_Impl->model); //Run All The Brains (Scripts) of this game object (sprite). for (unsigned int i = 0; i < m_Impl->brains.size(); i++) { //Get Current Brain. Brain *brain = m_Impl->brains[i]; //Call the start function only once! if (brain->GetStart()) { brain->SetStart(false); brain->Start(); } //Call the update function every frame. brain->Update(); } //Render. window->GetRenderer()->Draw(m_Impl->vao, m_Impl->ibo, m_Impl->texture, m_Impl->program); } void Sprite::Move(float speed, bool left, bool right, bool up, bool down) { if (left) { m_Impl->pos.x -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(-speed, 0, 0)); } if (right) { m_Impl->pos.x += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(speed, 0, 0)); } if (up) { m_Impl->pos.y += speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, speed, 0)); } if (down) { m_Impl->pos.y -= speed; m_Impl->model = glm::translate(m_Impl->model, glm::vec3(0, -speed, 0)); } } void Sprite::AddBrain(Brain * brain) { //Push back the brain object. m_Impl->brains.push_back(brain); } pos *Sprite::GetPos() { return &m_Impl->pos; } std::string Sprite::GetTag() { return m_Impl->tag; } int Sprite::GetWidth() { return m_Impl->texture->GetWidth(); } int Sprite::GetHeight() { return m_Impl->texture->GetHeight(); } Sprite::~Sprite() { delete m_Impl; } //Implementation Deconstructor. Sprite::Implementation::~Implementation() { delete texture; delete vao; delete vbo; delete layout; delete ibo; delete program; }  
      Renderer Class
      #include "Renderer.h" #include "Error.h" Renderer::Renderer() { } Renderer::~Renderer() { } void Renderer::Draw(VertexArray * vao, IndexBuffer * ibo, Texture *texture, Shader * program) { vao->Bind(); ibo->Bind(); program->Bind(); if (texture != NULL) texture->Bind(); GLCall(glDrawElements(GL_TRIANGLES, ibo->GetCount(), GL_UNSIGNED_INT, NULL)); } void Renderer::Clear(float r, float g, float b) { GLCall(glClearColor(r, g, b, 1.0)); GLCall(glClear(GL_COLOR_BUFFER_BIT)); } void Renderer::Update(GLFWwindow *window) { /* Swap front and back buffers */ glfwSwapBuffers(window); /* Poll for and process events */ glfwPollEvents(); }  
      Shader Code
      #shader vertex #version 330 core layout(location = 0) in vec4 aPos; layout(location = 1) in vec2 aTexCoord; out vec2 t_TexCoord; uniform mat4 u_MVP; void main() { gl_Position = u_MVP * aPos; t_TexCoord = aTexCoord; } #shader fragment #version 330 core out vec4 aColor; in vec2 t_TexCoord; uniform sampler2D u_Texture; void main() { aColor = texture(u_Texture, t_TexCoord); } Also i'm pretty sure that every time i'm hitting the up, down, left and right arrows on the keyboard, i'm changing the model Matrix of the Player and not the others.
       
      Window Class:
      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!