Mobility x1600 and GLSL
Hi Guys
I have a big problem with my mobility ati x1600. It was supposed this graphics board is good, but I am displaying a simple 3D texture with polygons, and very basic shaders, and I get 1 frame per MINUTE (and not per second) which it is not possible, because the viewport is about 128x128 pixels... with bigger viewport, it never ends...
I tests the same code into my Nvidia Fx5200, and it gives 1fps with 256x256 viewport. How could be that possible?...
I am using latest glew and latest catalyst... OMG!.
Look at my simple shaders (more simple, imossible)
//vertex
void main()
{
float s;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
gl_ClipVertex = gl_ModelViewMatrix * gl_Vertex;
}
// fragment
uniform sampler3D my3dTex;
uniform sampler1D my1DTex;
void main (void)
{
gl_FragColor = texture1D(my1DTex, texture3D(my3dTex,
gl_TexCoord[0].xyz).r);
}
Any clue?.
Thanks
Please, write me to
recs34@gmail.com
Sounds like you are hitting a software path... OpenGL works under the basis of always being right so if you try to do something that the hardware doesn't support directly your rendering falls back to software and becomes SSSSLLLLOOOWWWW.
Not sure what your particular problem would be.
Are your textures power of 2? (they've relaxed this in GL 2.0 but I'm not sure how much it's relaxed or how compliant drivers are).
Try getting rid of the 3d texture lookup for the dependent texture read and see if anything changes, (i.e. gl_FragColor = texture3D(my3dTex,gl_TexCoord[0]).r;
)
Not sure what your particular problem would be.
Are your textures power of 2? (they've relaxed this in GL 2.0 but I'm not sure how much it's relaxed or how compliant drivers are).
Try getting rid of the 3d texture lookup for the dependent texture read and see if anything changes, (i.e. gl_FragColor = texture3D(my3dTex,gl_TexCoord[0]).r;
)
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