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sienaiwun

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  1. OpenGL

    Thanks @cgrant and @mhagain for your kindly reply. I knew it might make little sense to measure a shader in this naive way and it was difficult to isolate different stages. But since the actual temporal performances are closely guarded secrets of the chip vendors, that is the only way I can come up with. I took up this idea from ''In-Depth Performance Analyses of DirectX 9 Shading Hardware." from ShaderX3. I knew this kind of measurement is old-fashioned, but is there some better ideas to give a coarse value to the artists that how fine is the geometry and how fine is the geometry and how much is the max chararacters a mobile device can support? There are several 3-rd party measurement tools like  GPU ShaderAnalyze from AMD or ShaderPerf2 from NV. But they are not friendly to mobile Gpus.
  2. OpenGL

    Thanks @Columbo for your reply. I do my Fshader test with alpha blending on, although it may involve unnecessary blending operation after Fshader.
  3. OpenGL

    Thanks @Columbo for your reply.   With my fragment shader test, I do it with depth write off and depth test off. I think it is similar way to get a massive amout of overdraw like transparent rendering.   With your vertex shader way, can I do it by projecting the vertexes to a given fixed tiny point so that they are not rasterized?   I also need to measure the cost of varying parameters between VShader and FShader and whether the bandwidth is the bottleneck as well. Is there some idea? 
  4. OpenGL

    I got the answer. GEM2 "nv_dds.cpp" and "nv_dds.h" could do the job.
  5. Like http://www.gamedev.net/topic/588982-3d-noise-texture/ I have a dds file, a 3d noise volume, 128 slices. But I donot know how to bind a texture 3d.  For googled information, the most common one used is that dds file is a compresed 2d image . and then bind a GL_TEXTURE_2D texture.  like http://stackoverflow.com/questions/1715027/dds-dxt1-loading-in-opengl-crashes I don't want this answer. Can anyone give me a hand?
  6.  Hi:    I want to convert a .sdkmesh file to other mesh file like .obj file .x file or 3ds file. However, I cannot find a way.     The meshConverter.exe in direct sdk can only load .x file and convert .x file to sdkmesh file, althought it says it can read sdkmessh file. I have read the source code of that example. The loader there can only read .x file. So meshConverter.exe is not a solution.    Can anybody give a hand?     Thanks in advance.
  7. You mean  float depth =tex2D(depthMap, projCoord.xy).r; is enought to get the depth number? Acctually I fetch the R,G,B  channels value of that texture. Each value is different, but Each value is continuous on an scene object. 
  8. The scene renders well and the color buffer is reasonable, no depth wrong things like occluded object appearing happens. I use that as a naive understanding of GL_DEPTH_COMPONENT24 format. I took it as : depth = (r<<16+g<<8+b), which is wrong.  And I wonder how to fetch a 24-bits internal format texture. I  use GL_DEPTH_COMPONENT internal format as well (I think it means 8-bits internal-format, is it right), and it does not still work.The depth image looks the same as GL_DEPTH_COMPONENT24 
  9. Hi, I want to get depth value from the depth texture and the depth texture is init as this: ------------------------------------------------------------ glGenTextures(1,&pass2_depthImage); glBindTexture(GL_TEXTURE_2D, depthImage); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); ------------------------------------------------------------ I wonder how to get the depth value fom this image in a shader, I use this:    float3 sampleZ = tex2D(depthMap, projCoord.xy).xyz;    float3  bitShifts = float3(1.0/(256.0*256.0), 1.0/256.0, 1);     float depth = dot(sampleZ,bitShifts); in the idea that the 24bit depth value is in 24 scale. However, it does not work, as it may use a 24 bit float value or something.   I also wonder as I init the texture as this: glGenTextures(1,&pass2_depthImage); glBindTexture(GL_TEXTURE_2D, depthImage); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);   I get the depth as this:    float depth =tex2D(depthMap, projCoord.xy).x; It still not works. And every RGB channel values is as the same as I init the depth texture map internal format as GL_DEPTH_COMPONENT24.   The depth image rendering: glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, pass2_depthImage, 0);      
  10.     Thanks very much. As the area is computed without D3D or OPENGL, I must write my own rasterizer.     I wonder if the triangles can be paremeterized into a vector, like spherical harmonics way. And the vector can by projected on a plane. Is there some ways.     Sincere.
  11. Hi.   I want to compute several triangle models' projective area on the view plane. My current method is that I write a soft-ware rasterizer and do the rectangle culling of triangle pixels out of the view rectangle and then computer the area.  As there is no hard-ware culling, it's time consuming. I wonder is there any idea of another way of triangle culling.  For example, can the triangles be parameterized into a vector, and do a 2D vector culling? Is there any paper about it?  Or as the area could be coarse, is there any better parameter way? Sincere.
  12. [quote name='m41q' timestamp='1350146919' post='4989816'] Do I understand it right that you want to have 300-700 different point of views? If so, it is pretty obvious the computer has very much to do... [/quote] I use it to render different textures. all cameras are in different place, looking at different views.