| bio | website | |
|---|---|---|
| location | Switzerland | |
| age | 22 | |
| visits | member for | 2 years, 1 month |
| seen | Nov 12 '12 at 23:42 | |
| stats | profile views | 30 |
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Feb 10 |
awarded | Popular Question |
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Mar 31 |
awarded | Yearling |
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Dec 22 |
comment |
Getting the number of fragments which passed the depth test The extensions are explained with examples in the WWDC videos which can be found on Apples site with an active developer account. |
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Nov 28 |
comment |
Getting the number of fragments which passed the depth test Thanks for the answer! The approach with one-pixel sized triangles can be improved by simply rendering points or small lines, and it could even be improved by a logarithmic scaling where a line which returns "true" is simply split in the middle and then both parts checked again. Not sure about the performance yet as the models won't have more than 100-200 vertices. The reasoning for the non-existence of the "hidden API" is also valid. Are there any other means to get data from the GPU back to the CPU in an asynchronous manner without a pipeline stall (also hacky ways please)? |
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Nov 28 |
comment |
Getting the number of fragments which passed the depth test Also, AMD_performance_monitor is not available. |
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Nov 28 |
revised |
Getting the number of fragments which passed the depth test edited title |
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Nov 27 |
comment |
Getting the number of fragments which passed the depth test The problem with AMD_performance_monitor would be that it is not asynchronous, so the performance loss would also be there since I have to wait between frames to know that the invocations from the next frame won't have effect to the performance counters already. |
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Nov 25 |
revised |
Getting the number of fragments which passed the depth test added 1 characters in body |
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Nov 25 |
revised |
Getting the number of fragments which passed the depth test added 2256 characters in body |
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Nov 24 |
comment |
Getting the number of fragments which passed the depth test I need the pixel count not for a rendering effect, but for computation. I want to use it to calculate weights of particles in a particle filter. |
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Nov 24 |
asked | Getting the number of fragments which passed the depth test |
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Jun 22 |
comment |
Calculating vertex normals on the GPU The map is static, and is like 2000x2000 big. I want to tune the parameters of the smoothing algorithm with it and the normals of the 8 neighbours is just required for this. I'm wondering if it is possible to do such normal calculations on the gpu in the vertex shader, and heishe's comment gave me quite a hint. Texture fetch in the vertex shader seems to be the best solution to do my normal calculation. |
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Jun 22 |
comment |
Calculating vertex normals on the GPU I want to get the normals for all my vertices, the heightmap is already there. |
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Jun 22 |
asked | Calculating vertex normals on the GPU |
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Jun 7 |
answered | XNA - Non perspective projection? |
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Jun 7 |
comment |
Drawing a depth map properly GraphicsDevice.DepthStencilState = new DepthStencilState { DepthBufferEnable = true, DepthBufferFunction = CompareFunction.Less }; |
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Jun 7 |
accepted | Drawing a depth map properly |
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Jun 7 |
comment |
Drawing a depth map properly thanks, that did it! Could you rewrite this as an answer so it can be accepted? |
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Jun 7 |
comment |
Drawing a depth map properly I've added the shader code. nothing magic there. How can I specify how the z-buffer is used? |
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Jun 7 |
revised |
Drawing a depth map properly added 815 characters in body |