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seen Jun 12 '13 at 8:02

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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.
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)?
Nov
28
comment Getting the number of fragments which passed the depth test
Also, AMD_performance_monitor is not available.
Nov
28
revised Getting the number of fragments which passed the depth test
edited title
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.
Nov
25
revised Getting the number of fragments which passed the depth test
added 1 characters in body
Nov
25
revised Getting the number of fragments which passed the depth test
added 2256 characters in body
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.
Nov
24
asked Getting the number of fragments which passed the depth test
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.
Jun
22
comment Calculating vertex normals on the GPU
I want to get the normals for all my vertices, the heightmap is already there.
Jun
22
asked Calculating vertex normals on the GPU
Jun
7
answered XNA - Non perspective projection?