Re: render particle

Balogh Péter <[email protected]> Thu, 09 Mar 2006 10:19:27 -0800
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
What would be an efficient solution?
In our previous work, we had to compute the particles on the CPU, I 
could not manage to meet the requirements of the system with GPU on 
Gef2. But now, it seems we can move to Gef3, so it seems we could use 
the point_sprite extension. But If we have to move back to NV2x chips, 
as I see in 
http://www.nvidia.com/dev_content/nvopenglspecs/nvOpenGLspecs.pdf the 
frament shader is only emulated. As far as I understand if I use 
fragment shaders on Gef2 it will be computed on the CPU. :(

Best Regards,
Peter Balogh

Andras Balogh wrote:
> You can, although it's not the most efficient solution: The texture
> coordinates are automatically computed and passed to the fragment
> shader, where you can rotate them any way you want, before using them
> to sample the texture.
> 
> 
> Andras
> 
> Thursday, March 9, 2006, 5:54:25 AM, you wrote:
> 
> 
>>You can`t rotate point, in vertex shader or fragment shader.
> 
> 
> ----- 
> FAQ and OpenGL Resources at:
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> 
----- 
FAQ and OpenGL Resources at:
  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL

-- 
Author: =?ISO-8859-1?Q?Balogh_P=E9ter?=
  INET: [email protected]

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