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fip

OpenGL
dramatic fps drop when using transparent texture

39 posts in this topic

[quote name='kunos' timestamp='1355419180' post='5010277']
the most likely cause is that you don't have a driver from nvidia. Go on the nvidia website, download and install your driver and enjoy hardware accelerated OpenGL.
[/quote]

Hi Kunos,
the thing is, i already have a driver from nvidia installed. And if i run code that creates rendering context for windows it runs in the gpu!! The problem has to be with choosing the right pixel format. But ill try to download latest drivers from nvidia anyway to check it.
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Both GLUT and SDL should automatically prefer to give you a hardware accelerated pixel format if one is available.

Looking at http://sdl.beuc.net/sdl.wiki/SDL_GLattr I see that SDL_GL_SetAttribute has an SDL_GL_ACCELERATED_VISUAL attribute available, so you can try using that.
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[quote name='mhagain' timestamp='1355420783' post='5010289']
Looking at [url="http://sdl.beuc.net/sdl.wiki/SDL_GLattr"]http://sdl.beuc.net/...wiki/SDL_GLattr[/url] I see that SDL_GL_SetAttribute has an SDL_GL_ACCELERATED_VISUAL attribute available, so you can try using that.
[/quote]

Already tried, nothing new :(. But the strangest thing is the output:

Screen BPP: 24

Vendor : Microsoft Corporation
Renderer : GDI Generic
Version : 1.1.0
Extensions : GL_WIN_swap_hint GL_EXT_bgra GL_E

SDL_GL_RED_SIZE: requested 8, got 8
SDL_GL_GREEN_SIZE: requested 8, got 8
SDL_GL_BLUE_SIZE: requested 8, got 8
SDL_GL_DEPTH_SIZE: requested 24, got 32
SDL_GL_DOUBLEBUFFER: requested 1, got 1
SDL_GL_ACCELERATED_VISUAL: requested 1, got 1 !!!!!!

Although it says "got 1" for SDL_GL_ACCELERATED_VISUAL i dont have hardware acceleration... :S
Edited by fip
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you said that lesson 1 of the nehe tutorials does give you an hardware accelerated context.

looking at the tutorial, it seems to specify 16 BPP(doesn't specify bits per color component), and a 16 bit z-buffer.

don't know if that will help, but perhaps we should step back and see why that works, but sdl does not.

i've attached a program i wrote to test your video settings, tell me if it still gives you an generic rendering context. Edited by slicer4ever
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[quote name='slicer4ever' timestamp='1355434443' post='5010345']
you said that lesson 1 of the nehe tutorials does give you an hardware accelerated context.

looking at the tutorial, it seems to specify 16 BPP(doesn't specify bits per color component), and a 16 bit z-buffer.

don't know if that will help, but perhaps we should step back and see why that works, but sdl does not.
[/quote]

Yesterday i was playing a bit with the code that creates an accelerated rendering context changing the SUPPORT_OPENGL feature as well as the pixel format to PDF_FORMAT_GENERIC and i wasnt still getting HW ACCELERATION, i ll keep messing with it til i find a way to disable hardware acceleration.
That may be a way to investigate yes.

[quote name='slicer4ever' timestamp='1355434443' post='5010345']
i've attached a program i wrote to test your video settings, tell me if it still gives you an generic rendering context.
[/quote]

Thanks, I ll try it as soon as i can. Edited by fip
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[quote name='slicer4ever' timestamp='1355434443' post='5010345']
i've attached a program i wrote to test your video settings, tell me if it still gives you an generic rendering context.
[/quote]

Hi slicer4ever, with your program i do get hardware acceleration!!! This program is running on my gpu.
Here is the output

VIDEO CONTEXT INFORMATION
VENDOR: NVIDIA Corporation
RENDER: GeForce GT555M/PCIe/SSE2
VERSION: 4.2.0
COLOR BITS: 32
DEPTH BITS: 24

Can you tell me what did you use to create the window? Edited by fip
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ok, so i've dug through sdl to figure out how it initializes the pfd, and similar things, and try these settings:
[code]
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 0); //Changed!
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 0); //Changed!
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 0 ); //Changed!
SDL_GL_SetAttribute( SDL_GL_BUFFER_SIZE, 32); //Added!
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 ); //Changed!
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
if ( fsaa ) {
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa );
}
if ( accel ) {
SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 );
}
if ( sync ) {
SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 1 );
} else {
SDL_GL_SetAttribute( SDL_GL_SWAP_CONTROL, 0 );
}
if ( SDL_SetVideoMode( w, h, bpp, video_flags ) == NULL ) {
fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError());
SDL_Quit();
exit(1);
}
[/code]
their is one other thing i'm curiose about, after looking through the code, but let's try this first.
also, sorry about the late response. Edited by slicer4ever
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Hi,
thanks for the response.
ive made the changes you suggested and still doesnt get HW acceleration. Ive also modified the "bpp" bits per pixel parameter and set it to 0 and get the same result i get by default 8 bpp.

So nothing changed. You want me to try anything else?
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hmm, this is a perplexing problem, looking at sdl's source, it does a few things differently then my engine for creating a window/video context, but i don't see why this should cause you not to receive a hardware context.

i'm going to assume you are capable of compiling SDL, if not respond here and i'll see if i can't compile a binary for you with the changes.

note that i'm working with SDL-1.2.15(which a quick look at libsdl.org appears to be still the current version.)

so, my suspicion is that wglChoosePixelFormatARB is the culprit(or at least a parameter to it is causing the problem).

so let's comment out wglChoosePixelFormatARB, and use the default pixel format.
in SDL_wingl.c (src/video/wincommon/), comment lines 147-157.

this should be sufficient since it only uses the arb method if it's available for use(and i'm assuming it is available on most modern hardware), and defaults back to the regular PFD method instead.

so compile sdl, and run the test again, if this creates a hardware context, then it would appear this is the problem(or at least one of the parameter's it recieves creates a bad context). if not, i'm not really certain what the problem is, i'm no guru for sdl's internals, but by the look of things it should be similar to how i do things in my engine.
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Hi slicer4ever,

I would rather prefer if u could provide me with the modified SDL library for x86 :) as im not very used to compile libraries with visual studio.
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alright, i've compiled the changes:

[URL]http://www.sendspace.com/file/6vjaty[/URL]

i also disabled directX since i don't have the sdk installed, and we arn't using directX, so i don't think it should be a problem.

(note the *D variants are debug versions) Edited by slicer4ever
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Hi, ive replaced SDL.lib and SDLmain.lib in release mode and this is what i get with one of the code examples:

Screen BPP: 24
Vendor : Microsoft Corporation
Renderer : GDI Generic
Version : 1.1.0
Extensions : GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
SDL_GL_RED_SIZE: requested 8, got 8
SDL_GL_GREEN_SIZE: requested 8, got 8
SDL_GL_BLUE_SIZE: requested 8, got 8
SDL_GL_DEPTH_SIZE: requested 24, got 32
SDL_GL_DOUBLEBUFFER: requested 1, got 1
SDL_GL_ACCELERATED_VISUAL: requested 1, got 1

still no hw acceleration.....

i dont know if i should ask in the nvidia forums or rather in the dell xps forums as it's more related to my computer configuration....

Do you have any other idea? Edited by fip
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it defiantly would be a good point to post in nvidia forums, i'm finding it difficult to successfully follow SDL's init pathways(so many IFDef's for different OS's/config flags =-/) from what i can tell, it's doing pretty much a 1:1(or very near anyways) with my own engine's window creation code, this is assuming that i'm following the correct config flags.

anyway, i'm going to post my window creation code(cleaned up to work as a stand-alone function):

[code]

unsigned char CreateVideoContextWindows(unsigned int BorderFlag=WS_OVERLAPPEDWINDOW, unsigned int BorderFlagEx=WS_EX_APPWINDOW|WS_EX_WINDOWEDGE, const char *ClassName, unsigned char StencilBits, unsigned char AccumBits, unsigned char DepthBits, unsigned char ColorBits){
unsigned int PixelFormat=0;
HINSTANCE m_HInstance = GetModuleHandle(0x0);
HWND m_HWnd = 0x0;
HDC m_HDc = 0x0;
HGLRC m_HGlrc = 0x0;
int m_x = 0;
int m_y = 0;
WNDCLASS WndClass={CS_HREDRAW|CS_VREDRAW|CS_OWNDC, QWWindowsProc, 0, 0, m_HInstance, LoadIcon(0x0, IDI_WINLOGO), LoadCursor(0x0, IDC_ARROW),0x0, 0x0, ClassName};
if(!RegisterClass(&WndClass)){
MessageBox(NULL, "Error: 'RegisterClass'", "ERROR", MB_OK|MB_ICONEXCLAMATION);
return 0;
}
RECT WndRect={0, 0, m_Width, m_Height};
AdjustWindowRectEx(&WndRect, BorderFlag, 0, BorderFlagEx);
if(!(m_HWnd = CreateWindowEx(BorderFlagEx, ClassName, m_Title, WS_CLIPSIBLINGS|WS_CLIPCHILDREN|BorderFlag, m_x, m_y, WndRect.right-WndRect.left, WndRect.bottom-WndRect.top, 0x0, 0x0, m_HInstance, 0x0))){
MessageBox(0x0, "Error: 'CreateWindowEx'", "ERROR", MB_OK|MB_ICONINFORMATION);
UnregisterClass(ClassName, m_HInstance);
return 0;
}
PIXELFORMATDESCRIPTOR pfd={sizeof(PIXELFORMATDESCRIPTOR), 1, PFD_DRAW_TO_WINDOW|PFD_SUPPORT_OPENGL|PFD_DOUBLEBUFFER, PFD_TYPE_RGBA, ColorBits, 0, 0, 0, 0, 0, 0, 0, 0, AccumBits, 0, 0, 0, 0, DepthBits, StencilBits, 0, 0, 0, 0, 0, 0};
if(!(m_HDc=GetDC(m_HWnd))){
MessageBox(NULL, "Error: 'GetDC'", "ERROR", MB_OK|MB_ICONINFORMATION);
DestroyWindow(m_HWnd);
UnregisterClass(ClassName, m_HInstance);
return 0;
}
if(!(PixelFormat=ChoosePixelFormat(m_HDc, &pfd))){
MessageBox(NULL, "Error: 'ChoosePixelFormat'", "ERROR", MB_OK|MB_ICONINFORMATION);
ReleaseDC(m_HWnd, m_HDc);
DestroyWindow(m_HWnd);
UnregisterClass(ClassName, m_HInstance);
return 0;
}
if(!SetPixelFormat(m_HDc, PixelFormat, &pfd)){
MessageBox(NULL, "Error: 'SetPixelFormat'", "ERROR", MB_OK|MB_ICONINFORMATION);
ReleaseDC(m_HWnd, m_HDc);
DestroyWindow(m_HWnd);
UnregisterClass(ClassName, m_HInstance);
return 0;
}
if(!(m_HGlrc=wglCreateContext(m_HDc))){
MessageBox(NULL, "Error: 'wglCreateContext'", "ERROR", MB_OK|MB_ICONINFORMATION);
ReleaseDC(m_HWnd, m_HDc);
DestroyWindow(m_HWnd);
UnregisterClass(ClassName, m_HInstance);
return 0;
}
if(!(wglMakeCurrent(m_HDc, m_HGlrc))){
MessageBox(NULL, "Error: 'wglMakeCurrent'", "ERROR", MB_OK|MB_ICONINFORMATION);
wglDeleteContext(m_HGlrc);
ReleaseDC(m_HWnd, m_HDc);
DestroyWindow(m_HWnd);
UnregisterClass(ClassName, m_HInstance);
return 0;
}
SetForegroundWindow(m_HWnd);
SetFocus(m_HWnd);
return 1;
}
[/code] Edited by slicer4ever
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As stupid as it may sound (and I may have skipped something in this thread)... did you try setting the color buffer to 32-bit instead of 24-bit? Also a 24-bit depth buffer only makes sense with an 8-bit stencil buffer if I recall correctly (both are shared making up a 32-bit buffer together).
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[quote name='Sik_the_hedgehog' timestamp='1355667404' post='5011266']
Also a 24-bit depth buffer only makes sense with an 8-bit stencil buffer if I recall correctly (both are shared making up a 32-bit buffer together).
[/quote]

Context creation should automatically give you 32 bit with 24 bits for depth and the remaining 8 either unused or for stencil (it's important to check this after creation as if it gives you stencil - even if you don't explicitly request it - you will want to clear stencil at the same time as depth in order to get fast clears, but that's a separate matter). Rarely it will give you 16 bit or 32 bit depth but it can happen too.
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      precision mediump float; uniform vec4 u_LightPos["+numLights+"]; uniform vec4 u_LightColours["+numLights+"]; uniform float u_LightPower["+numLights+"]; uniform sampler2D u_Texture; varying vec3 v_Position; varying vec3 v_Normal; varying vec2 v_TexCoordinate; void main() { gl_FragColor = (texture2D(u_Texture, v_TexCoordinate)); float diffuse = 0.0; vec4 colourSum = vec4(1.0); for (int i = 0; i < "+numLights+"; i++) { vec3 toPointLight = vec3(u_LightPos[i]); float distance = length(toPointLight - v_Position); vec3 lightVector = normalize(toPointLight - v_Position); float diffuseDiff = 0.0; // The diffuse difference contributed from current light diffuseDiff = max(dot(v_Normal, lightVector), 0.0); diffuseDiff = diffuseDiff * (1.0 / (1.0 + ((1.0-u_LightPower[i])* distance * distance))); //Determine attenuatio diffuse += diffuseDiff; gl_FragColor.rgb *= vec3(1.0) / ((vec3(1.0) + ((vec3(1.0) - vec3(u_LightColours[i]))*diffuseDiff))); //The expensive part } diffuse += 0.1; //Add ambient light gl_FragColor.rgb *= diffuse; } Am I making any rookie mistakes? Or am I just being unrealistic about what I can do? Thanks in advance
    • By yahiko00
      Hi,
      Not sure to post at the right place, if not, please forgive me...
      For a game project I am working on, I would like to implement a 2D starfield as a background.
      I do not want to deal with static tiles, since I plan to slowly animate the starfield. So, I am trying to figure out how to generate a random starfield for the entire map.
      I feel that using a uniform distribution for the stars will not do the trick. Instead I would like something similar to the screenshot below, taken from the game Star Wars: Empire At War (all credits to Lucasfilm, Disney, and so on...).

      Is there someone who could have an idea of a distribution which could result in such a starfield?
      Any insight would be appreciated
    • By afraidofdark
      I have just noticed that, in quake 3 and half - life, dynamic models are effected from light map. For example in dark areas, gun that player holds seems darker. How did they achieve this effect ? I can use image based lighting techniques however (Like placing an environment probe and using it for reflections and ambient lighting), this tech wasn't used in games back then, so there must be a simpler method to do this.
      Here is a link that shows how modern engines does it. Indirect Lighting Cache It would be nice if you know a paper that explains this technique. Can I apply this to quake 3' s light map generator and bsp format ?
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