[GEM-dev] vertex displacement

marius schebella marius.schebella at gmail.com
Sun Dec 9 23:27:16 CET 2007


I did not see the the newWave before, but now I understand it and it 
makes sense to me...
the performance says dsp ~22%(with newWave 60). with newWave 100: 30% 
and with newWave 256: ~65-70%. is that what you expected?
I also added some factor to the R G and B values, which looks nice.
marius.

cyrille henry wrote:
> 
> 
> marius schebella a écrit :
>> hello cyrille,
>> I did not know that this was possible at all. I always thought there 
>> are only 4 vertices involved in the primitive and now I see that it is 
>> possible to do displacement on pixel basis.
> well. ther is only 4 vertices on a square. that is why i use a newWave 
> primitive.
> displacement is made on every evrtice of this primitive.
> but the displacement factor comme from a texture.
> 
>> I tested the patch and on my system (osx, ATY,RadeonX1600) I can use
>> A 0, C 0, K 1 (B 1 or 0 does not make a difference)
>> A 1, C 1, K 1 (B - no difference)
>> and also your combinations with 256, 0.00390625.
>> so for me it works just fine.
> great!
> can you have a look at the performance.
> 
> for me, when it work it's very ineficient....
> but it should be very fast.
> (you can by exemple add more vertice on the primitive)
> 
> 
>> the differences may be related to different hardware/os.
> yep. i'm on linux/nvidia
> 
> could someone else try this patch on diferents system?
>> I also don't need the line
>> #extension GL_ARB_texture_rectangle : enable
> in fact, if i remove it, i have a warning at the shader compilation, but 
> it also work.
> 
>> what do you mean with "using texture in vertex shader would be great..."
> i mean that i would be happy if i could make this patch to work just 
> like in your computer.
> 
>> do you think this should work without gemframebuffer?
> no. in fact, using texture in the vertex shader is efficient only when 
> using 32 bit texture, and this on only possible with framebuffer.
> see chris mail on this list for more details.
> 
> cyrille
> 
>> marius.
>>
>> cyrille henry wrote:
>>> hello,
>>>
>>> i investigate a bit more the vertex displacement problem.
>>> so i've got a 8 bit texture that is rendered in a FLOAT framebuffer, 
>>> in order to convert it to 32 bit.
>>> then, the frambuffer texture is used in a shader to distord a primitive
>>>
>>> i have to strangely mix mode 0 and mode 1 in the patch to make it 
>>> work, and this is very ineficient (just like in 8bit mode).
>>>
>>> framebuffer and fragment shader usually work in mode 0 and 1 on my 
>>> computer.
>>>
>>> see patch for more.
>>>
>>> thanks to have a look.
>>> using texture in vertex shader would be great...
>>>
>>> thanks
>>> Cyrille
>>>
>>>
>>>
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>>>
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>>
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> 

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