Tag Info

Hot answers tagged

18

You can absolutely use the GPU to render volumetric data. Since you want to evaluate a set of functions per pixel on the screen, a simple approach is to render a full-screen triangle. This is just a single triangle that covers the entire screen (actually, it covers more than the screen, since the screen isn't triangular, but the parts off-screen are ...


9

From the looks of it now each glSet has to include glBind(something) inside of it Not exactly. It's the other way around, as described several paragraphs below. Even if it were true, remember that GL commands from the client app to the GL server (aka driver) have a lot of dispatch overhead compared to a regular function call. Even if we assume that the ...


6

Ray tracing and other techniques are commonly done with Compute Shaders, which Direct3D has supported since the release of D3D11 and OpenGL has supported since 4.3 (and longer via the use of OpenCL and some contortions).


5

Similar to how Mono can compile C# to various platforms, why isn't there an API that conforms to DirectX's specifications but can produce binaries for all platforms? First, I assume you mean something like an implementation of D3D that can be compiled on all platforms, since producing binaries that run on all platforms is not the domain of the ...


5

It sounds very much like you want to use a GPU compute shader, or utilize a "Shader Storage Buffer" object to help augment the pipeline to fit your needs. Mathematicians, scientists, and other people who look to the GPU for computation on things that don't exactly translate into standard graphics use this kind of thing. Although the contemporary graphics ...


3

(I'm adding this here due to the the fact that ChrisE's answer is highly ambiguous, which is unfortunately due to the ambiguity of the original question. However I'm going to assume the OP's question should have been titled "when to use VAOs and when to use VBOs".) Vertex Buffer Objects (which really aren't dissimilar from other types of Buffer Objects, for ...


3

There are several different events that can be called from the interstitial, AdLoaded, AdOpened, AdClosing, and AdClosed. Unfortunately it appears this is as much interaction as you can have with the interstitial that google exposes. Digging deeper, if we look at the source of InterstitialAd, then we find it inherits from IAdListener, which only exposes the ...


2

Sure! The web has a "request fullscreen" API that you can use (be sure to read up on in the reference section below). Facebook seems to indicate this is allowed to be use, just take a look at this transcript: Now that Facebook is crippling Facebook Connect powered games as of December 5, 2012 it is imperative that the allowFullScreen attribute is ...


1

They're usually stored in GPU memory. In some cases, when the GPU has to evict them, they will need to be restored from CPU-side memory, but this is "uncommon" unless you are really thrashing the card. You should never see them populated from CPU every frame under normal conditions unless you are also updating the texture CPU-side every frame.


1

The overview justifies it by: The intent of this extension is to make it more efficient for libraries to avoid disturbing selector and latched state. The extension also allows more efficient command usage by eliminating the need for selector update commands. I think "more efficient" here refers both to less bookkeeping overhead for ...


1

https://developer.valvesoftware.com/wiki/Server_queries https://partner.steamgames.com/documentation/webapi Results of a quick search, there will likely be a better answer but this should be your starting point.


1

It is very possible that you may be able to restructure your algorithm to work as a set of shaders, but I recall hearing a talk on the Mantle API a while ago and thought maybe that's something you could look into as an alternative to the graphics APIs mentioned (OpenGL/DirectX)... I think it lets you program graphics hardware at a lower level thus allowing ...


1

SDL introduces an additional dependency While many platforms support it, it is not a part of the regular distribution of all of those platforms, so users must download and install it themselves. One such platform is Windows, and assuming that your target market is divided in proportions similar to the Steam Hardware Survey, that means that ~95% of your ...


1

It would be hard (and probably overkill) to try to provide anything besides casting, multicasting and broadcasting of generic messages for real-time multiplayer games. You could even make it more generic by creating simple key-value (string-JSON) room storage behind websocket service with operations like: set(key, value) get(key) observe(key) maybe ...



Only top voted, non community-wiki answers of a minimum length are eligible