The Accumulation Buffer
Ok, I know a lot of you have been wondering about the Accumulation buffer, and if it''s really as slow as people say it is! And to answer that question: YES! The accumulation buffer is as slow as watching a slug compete in the Ironman Triathalon. I had a 100x100 window, and rendering a 100poly model 6 times, on my 1.2ghz AMD, and 32mb GF2, and got 6 frames per second. Soooo, all in all, NO ONE SHOULD USE THE ACCUMULATION BUFFER!
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Trent (ShiningKnight)
E-mail me
ShiningKnight Games
I know what you mean.
I noticed there''s a multisampling extension (GL_MULTISAMPLE_EXT or something like that) that was added in OpenGL 1.3. It can be used for lightning-fast FSAA.
I''m not too good with extensions, so why don''t you make a tutorial on how to use the multisampling extension? It''s a great alternative to accumulation buffer AA.
I noticed there''s a multisampling extension (GL_MULTISAMPLE_EXT or something like that) that was added in OpenGL 1.3. It can be used for lightning-fast FSAA.
I''m not too good with extensions, so why don''t you make a tutorial on how to use the multisampling extension? It''s a great alternative to accumulation buffer AA.
To bondi: http://www.opengl.org/developers/documentation/specs.html.
Edited by - VolkerG on October 24, 2001 10:23:18 AM
Edited by - VolkerG on October 24, 2001 10:23:18 AM
nVidia released a .pdf document about using the extension.
Personnaly I don''t know how to go about using the extension, maybe someone can shed some light into it?
Personnaly I don''t know how to go about using the extension, maybe someone can shed some light into it?
The extension gives you new screenmodes, adds a new type of framebuffer (the multisample buffer) and switches on what they call multisample rasterizing. The extension mainly operates with new flags on existing functions, lots of wgl_* functions obviuously. I haven''t tried it out yet, but it doesn''t seem to complicated.
> I take it you know how to go about using extensions?
Everybody should know that
It''s an integral and vital part of OpenGL
Everybody should know that
It''s an integral and vital part of OpenGL
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