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JvdWulp

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About JvdWulp

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  1. Thanks, but that is not what I am looking for. With direct x you can specify what device to use. But from what I can see so far there is no such thing for open gl. :(
  2. Hi Guys,   I was wondering how to change the rendering device since it is easy to do in direct x and for some reason my laptop always defaults to the intel gpu instead of the nvidia one.   - Jaap
  3. JvdWulp

    What do with compute shaders?!

    Thanks guys, got some ideas. I think I will try to get a gpu particle system working first maybe later turn the particles into light sources. Maybe I can come up with an more original use.
  4. JvdWulp

    What do with compute shaders?!

    @bioglaze: I could try that would be cool to be able to have +1000 light sources. But I would settle for +100 too :P
  5. Thanks, I was thrown of for a bit because in the vertex shader I could use vec3 and it worked just fine. I Guess I should have read the specs better.
  6. Strangely enough I do get the expected result when I add a 4th component to my vertexes. I am not sure why. Any one got any ideas on why the data seems to be misaligned without the 4th component?
  7. JvdWulp

    What do with compute shaders?!

      This isn't about shaders in general, it's about compute shaders.  It's clear that the OP knows what shaders are and what they do.     Exactly, Im just wondering what others are doing with it.
  8. JvdWulp

    What do with compute shaders?!

    Maybe downscaling of images could be done faster using compute shaders. Since it requires only access to two textures instead of rendering.
  9. Hello Everyone,   I want to process a vertex buffer for now I just want to keep it simple so I am just adding .20 to the y value of each vertex. That way I could see the mesh move up. But I ran into a little issue. It seems that the array containing the vertexes isn't aligned properly. Instead of all vertexes moving on the y axis the some seems to move on the x axis, some on the y axis and some on the z axis. I am confused about this.   My vertexes are just basic points with floating point x,y,z components.   Buffer initiation code: glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, vertexCount * 3 * sizeof(float), vertexData, GL_STATIC_DRAW);  Render code: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer(vertexAttributeLocation, 3, GL_FLOAT, GL_FALSE, 0, (GLubyte*)NULL); glEnableVertexAttribArray(vertexAttributeLocation); glDrawArrays(GL_TRIANGLES, 0, vertexCount); glBindBuffer(GL_ARRAY_BUFFER, 0); glDisableVertexAttribArray(vertexAttributeLocation); Compute shader invocation: glUseProgram(compute_shader_program); glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, vbo); glDispatchCompute(vertexCount, 1, 1); Compute shader: #version 430 compatibility #extension GL_ARB_compute_shader : enable #extension GL_ARB_shader_storage_buffer_object : enable layout( std140, binding=3 ) buffer Vertexes { vec3 Positions[ ]; }; layout( local_size_x = 1, local_size_y = 1, local_size_z = 1 ) in; void main() { uint globalId = gl_GlobalInvocationID.x; vec3 p = Positions[ globalId ]; p.y += 0.20; Positions[ globalId ] = p; } Greetz Jaap
  10. JvdWulp

    What do with compute shaders?!

    Wouldn't it be faster to do post processing in a fragment shader because when you work in a compute shader you can't output to the framebuffer directly and there for need to render a fullscreen quad to display the result?
  11. Hi,   I am was just looking into compute shaders, they seem really cool and all but what to do with them.   What do you do with compute shaders? I am not sure what I will be using them for.   Greetz Jaap    
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