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: > http://www.geocities.com/SiliconValley/Hills/9956/OpenGL > ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: =?ISO-8859-1?Q?Balogh_P=E9ter?= INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).