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1answer
49 views

Where are the parameters to APEX destructible asset / actor documented?

The NxDestructibleAsset has parameters such as defaultBehaviorGroup.damageToRadius destructibleParameters.fractureImpulseScale p3BodyDescTemplate.density structureSettings.useStressSolver ...
1
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1answer
176 views

How to make rigid bodies collide with Apex Clothing in PhysX for Maya

According to the [Apex] Clothing Overview section of the documentation: Colliding with Rigid Bodies Rigid bodies present in your scene will push clothing around roughly as you might expect. ...
0
votes
1answer
88 views

NVidia control panel SSAO not working

I am just before implementing screen space ambient occlusion in my game, but first I wanted to try enabling it from NVidia control panel only to find out that it is greyed out so that I can not enable ...
1
vote
1answer
192 views

Why am I not getting an sRGB default framebuffer?

I'm trying to make my OpenGL Haskell program gamma correct by making appropriate use of sRGB framebuffers and textures, but I'm running into issues making the default framebuffer sRGB. Consider the ...
3
votes
2answers
632 views

Why does my machine render OpenGL using my onboard chipset instead of my graphics card?

I'm following an OpenGL tutorial series at opengl-tutorial.org, but have run into a problem: The following lines: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); ...
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0answers
138 views

Drawing cube map and texture array on NVidia cards doesn't work

I have small problem with shadow maps preview. After binding shadow framebuffer I bind proper texture to store depth in it and then render the whole scene. When I read that values in shader to ...
0
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1answer
302 views

Basic shadow mapping fails on NVIDIA card?

Recently I switched from an AMD Radeon HD 6870 card to an (MSI) NVIDIA GTX 670 for performance reasons. I found however that my implementation of shadow mapping in all my applications failed. In a ...
-1
votes
1answer
77 views

How should I choose a graphics card that's right for my needs? [closed]

I'm developing my own game using Ogre3D, and I'm want to implement things like SSAO, dynamic shadows, AI, physics, etc...and I know my current card is barely gonna be able to handle it. So my ...
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0answers
147 views

How does QCSAA actually work in nVidia GPUs? [closed]

I know the principles behind how QCSAA is supposed to work (as opposed to how, say, regular CSAA works) and subjectively after some testing I like the style it lends to the image enough that I'm ...
0
votes
1answer
208 views

Running advanced floating point calculations on the GPU?

I want to learn how to use AMD Stream and NVIDIA CUDA (PhysX) to calculate things such as locations. I have not yet found where to get the SDK for these (I can't test the CUDA things because I have a ...
2
votes
1answer
75 views

Precomputing SSAO causes driver timeout

I was trying to do a pre-calculations of an SSAO effect by rendering normals and depth on a cubemap and doing a second ssao pass on each of these faces. The problem is I'm getting a timeout: "the ...
1
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0answers
205 views

Vertex shader to Pixel shader NVIDIA problem - restarting drivers

I have problem with my shader on NVIDIA cards. On AMD it's working right. Shader Builder exported CODE: //ROOT //PSParts //VSParts //Samplers sampler sLod23ColorGround : register(s0); sampler ...
2
votes
2answers
148 views

How to apply a filter to the screen of a running program?

The idea is to take old games without modifying them, but have the graphics card apply a series of filters to their output before sending them to the monitor. A very crude example would be to take a ...
3
votes
1answer
685 views

Is the series of books “GPU Gems” still good for a modern OpenGL 3.0+ approach?

I noticed that this series of free books from Nvidia is really popular and well know in the devs world, the problem is that is simply old; you would recommend to read those 3 books to a developer that ...
3
votes
1answer
3k views

GLSL if-else statement unexpected behaviour

This question is related to this other one I asked a few days ago. Because I have finally get to the bottom of the issue, I have rather preferred to open a new question with a more detailed ...
3
votes
2answers
745 views

OpenGL behaviour depending on the graphics card?

This is something that never happened to me before. I have an OpenGL code that uses GLSL shaders to texture a 3D model. The code involves a lot of GPU texture processing, blending, etc... I wanted to ...
1
vote
1answer
394 views

Get video chipset manufacturer in Direct3D

I'd need to know if the video chipset Direct3D runs on is from Nvidia, AMD or Intel. Is there a way to do that?
2
votes
1answer
1k views

GLSL compile error when accessing an array with compile-time constant index

I have this shader that works well on my computer (using an ATI HD 5700). I have a loop iterating between two constant values, which is, afaik, acceptable in a glsl shader. I write stuff in two arrays ...
1
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1answer
124 views

Can't run Nvidia PracticalPSM sample in debug mode

I want to add PSM (Prespective shadow map) to my engine but I have problems with that. I think the problem is somewhere in my math code so I want debug Nvidia PracticalPSM sample and compare the math ...
4
votes
1answer
671 views

Valve Source Engine / UDK and CUDA

Do any games use the GPU for more game tasks than just rendering, as a way to reduce the game's load on the CPU? I'm most interested in games which use either Valve's Source engine or the UDK. Is ...
1
vote
0answers
453 views

Joint constraints in PhysX

I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to ...
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votes
4answers
620 views

Advice of feasibility of final year project

Final year student from an IT college in Ireland. I'm not really sure if this is the right place to post but It seems that graphics programming is very closely related to games and the people here ...
-3
votes
0answers
313 views

Why OpenGL provided with latest GeForce drivers is so extremely slow?

I'm writting a code in OpenGL and using two computers - an old and a new one. On the old computer (which I use for debugging/creating implementation for the old GL) I have GeForce 5500 FX. Before ...
1
vote
1answer
167 views

optimal pixel-read back strategy

I need to render certain scenes and read the whole image back in main memory for further processing which is not suitable for rewriting into shaders of CUDA, and saving to disk. I've search for this ...
5
votes
1answer
303 views

How can I test shaders for nVidia on an ATi system?

I and our other devs have ATi graphics cards. However we have encountered that some shaders that compile without warnings on ATi don't compile at all on nVidia. The problems are trivial to fix, but ...