przemoli

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About przemoli

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  1. 1) Per vertex lighting is computed in vertex (or geometry or tessel) shader, with setting apropriate interpolation that OpenGL will use to get lighting per pixel. 2) Per pixel lighting is computed in part on vertex (geo or tess) shader for normal vectors, with setting apropriate interpolation that OpenGL will use to get normals per pixel. But actual lightning is computed in fragment shader based on that interpolated normal, with manual control over how relusting color must be incorporated into framebuffer. There are few consequences: Per vertex lighting put computation in vertex (geo or tess) shader stages so it is less computational intensive. Per pixel lighting allow for more accurate color for every pixel. Per vertex lighting interpolate color but only inside of primitive so it there is other primitive near by it can have different color which reasult in more artificial look. Per pixel lighting interpolate normals but only inside of primitive *but* for near by primitives normals will vary only slightly, so relusting color should be not so different, giving impresion of "smoothnes".
  2. Just render your images, but update other texture for every pixel of those entities. If texture already contain info about drawed pixel of other entity, than update 2nd thexture. After rendering just check if 2nd texture contain any data. If so check which objects where drawed to that pixel. Though that is some neck breaking technique thought out on the go. Maybe you just need to stick to ready library for pixel perfect colisions ? PS Update thread info about pixel perfoect colisions. Right now its not informative enough.
  3. 1) Point to any feature DX3D Compute can perform, OpenGL + OpenCL can not. 2) Point to any feature DX3D11.1 (yes this yet to be released) can perform, OpenGL 4.2 (yes this old one) can not (including OpenCL). @phantom Read g-truc.net review. Its quite good, and have info about DSA too. While Linux drivers are good for Nvidia, and AMD, (4.3, and 4.2), Intel have better Win drivers (OGL 4.0 vs OGL 3.0, better perf.), but is improving Lin version faster, and faster. Radeon and Nouveau (FLOSS drivers) benefit from improvements to Intell, so they are chaising. OpenGL vs DX3D is not over. Recently its old rusty ARB who push out new hw features constantly. That is good for everybody, since competition improve conditions for all of us.