Gl Tools Cube Structure Feature-Request

toneburst's picture

Great work with the new Cube Structure patch! As usual, though, I want MORE (I'm such a greedy b*stard, aren't I..?).

How about per-instance scale and colour parameters, and maybe even per-instance XYZ rotation? You could have checkboxes for which properties actually need to set per-instance for a given project, to cut down on unecessary structure-scanning.

And how about a Kineme Sphere Structure patch at some point in the future?

What do you think, cwright/smokris?

a|x

cwright's picture
Re: Gl Tools Cube Structure Feature-Request

toneburst wrote:
What do you think, cwright/smokris?

smokris is presently on holiday, and will be out of commission all week (and possibly part of next week, due to jet lag -- not sure how he handles that, personally).

Keep in mind that the Cube structure patch and the depth sort sprite/environment patch were both commissioned projects (depth sort is something we've wanted a reason to work on, but we're seriously so busy lately that it's difficult to fit stuff in otherwise). Now I sound like the "greedy b*stard," don't I? ;)

toneburst's picture
Re: Gl Tools Cube Structure Feature-Request

No problem.

I wasn't saying 'DO IT NOW', just suggesting.... The depth-sorting environment is very cool, by the way.

a|x

psonice's picture
Re: Gl Tools Cube Structure Feature-Request

If SL supports geometry shaders in QC, this kind of stuff might be possible anyway.

toneburst's picture
Re: Gl Tools Cube Structure Feature-Request

Ah, instancing. I was just thinking that myself. Great minds, and all that...

a|x

cwright's picture
Re: Gl Tools Cube Structure Feature-Request

depends on how many vertices a geometry shader can emit per vertex -- If you can only emit 8 vertices per input vertex, you're limited to a cube for each point. If it's higher, you can start to get a convincing sphere, but you'll need a lot of points for them to look nice up close (if that's what you're going for).

I honestly don't recall the input->output ratio limits for geom. shaders, but I don't think it's arbitrarily high (maybe 8-16?)

psonice's picture
Re: Gl Tools Cube Structure Feature-Request

Any mention of cube structures these days instantly makes me think of this:

Seriously great minds came up with that. They wrote the whole thing in 4kb. Every time I see stuff like this, it just makes me realise how far behind I am :(

toneburst's picture
Re: Gl Tools Cube Structure Feature-Request

Its says here http://www.ozone3d.net/blogs/lab/?p=87 that it's possibly to draw 400 instances of an arbitrary mesh using a single call to the OpenGL glDrawElementsInstancedEXT() function.

OK, so I don't actually know what that means, but I'm impressed.

a|x

toneburst's picture
Re: Gl Tools Cube Structure Feature-Request

Still really nice. Having said that, take the bloom effect off, and it would look a bit less impressive..

a|x

cwright's picture
Re: Gl Tools Cube Structure Feature-Request

It's also possible to draw a 250-million vertex model with a single call to glDrawArrays... unfortunately, like glDrawElementsInstancedEXT, it has nothing to geometry shaders ;)

toneburst's picture
Re: Gl Tools Cube Structure Feature-Request

I take that back. It would look impressive, even without the bloom.

a|x

toneburst's picture
Re: Gl Tools Cube Structure Feature-Request

cwright wrote:
It's also possible to draw a 250-million vertex model with a single call to glDrawArrays... unfortunately, like glDrawElementsInstancedEXT, it has nothing to geometry shaders ;)

D'oh!

psonice's picture
Re: Gl Tools Cube Structure Feature-Request

We'll call those CPU shaders, and declare them to be more powerful than vs/ps/gs combined!

Thinking about it, is it possible to generate geometry from scratch with openCL? If so, all our prayers are answered, as SL supports that in QC from what I've heard :D