"That man is richest whose pleasures are cheapest."
- Henry David Thoreau
More pages: 1 2 3
New infinite terrain demo
Thursday, March 9, 2006 | Permalink

This is a demo, quite similar to my old infinite terrain demo, but this time implemented using R2VB.


2006-03-11 update:
I've added VTF support, so now it should on GeForce 6 series and up too, but as expected, it's quite slow. The 6600 ran at 27fps compared to the X850XT at 272fps.



Enter the code below

Friday, March 10, 2006

Heh, nV doesn't have R2VB.

Friday, March 10, 2006

Mario, there's no R2VB support in OpenGL at this point. It's possible that it could be added to FBOs at some point, and it has been on the ARB's table, but it's apparently not been prioritized. ATI did work on getting superbuffers through the ARB years ago, which would have allowed R2VB, and there was actually experimental support for it in the driver, but eventually the ARB changed its tune and moved to the FBO model instead.

Saturday, March 11, 2006

Humus, thank you for your reply! ;-)

Saturday, March 11, 2006

I will try it on my 6800GT My 7900GT hasn't gome in yet.

Sunday, March 12, 2006

Humus, thanks for VTF support. My 6600 run at 37 FPS.

Sunday, March 12, 2006

What about using PBO and VBO? I was under the impression this is how you do "render-to-vertexbuffer" in GL.

Monday, March 13, 2006

There is no direct connection between VBO and PBO exept that their data can be used for both.
And while you could use a PBO as a VBO, there is no way of controlling that the output is in the right order, allso, you are limited by one vertic per pixel and because pixels are run in paralell, it's hard to know wich vertic you should write where.

what is needed is something like R2VB, but in addition a ability to read from a VBO(or any type of buffer) as well.

It will come, just wait and see.

Monday, March 13, 2006

I can't wait to see some more samples what can be done with R2VB.

cough SDK cough

More pages: 1 2 3