|
Gl Tools Cube Structure Feature-RequestGreat 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 |
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? ;)
No problem.
I wasn't saying 'DO IT NOW', just suggesting.... The depth-sorting environment is very cool, by the way.
a|x
If SL supports geometry shaders in QC, this kind of stuff might be possible anyway.
Ah, instancing. I was just thinking that myself. Great minds, and all that...
a|x
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?)
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 :(
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
Still really nice. Having said that, take the bloom effect off, and it would look a bit less impressive..
a|x
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 ;)
I take that back. It would look impressive, even without the bloom.
a|x
D'oh!
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