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Sunday, December 19, 2004 | Permalink
I've got a new depth of field demo up in the 3D section.
Grab it while it's hot.
Tuesday, December 21, 2004
Well, I got it veryfied from another guy that disabling the FPS counter indeed allowed the demo to run on the 6800, so you're right the blending with that font somehow causes it. Sound like quite an odd driver bug, but it can be dodged by simply editing this registry key to disabled the FPS counter.
Set it to 0.
Wednesday, December 22, 2004
About this possible 6800 driver bug, I have some things to say. First of all, I'm also experiencing the same problem with my engine, and I've been able to reproduce the error on a small, self-contained application.
Apparently there is a sequence of GL calls that causes all the trouble, and blending calls are one option. I also discovered that disabling calls to one of either glTexImage2D, glDepthMask, glUseProgramObject(0) (ie, unbinding a shader program), and some others, can make the application run fine, but with obvious wrong results.
I also first noticed the problem by turning off the font rendering in one of my demos.
I have contacted nVidia support, yet I still got no response. I also posted the problem with the full source to the sample app on the shadertech forum, yet no one has posted a reply.
Then again, this might sound strange, but I'm quite relieved in finding others with the same problem. Maybe one person can't get nVidia's attention, but some might.
BTW, anyone interested in fiddling around with the code can get it on my post on the shadertech forum, at http://www.shadertech.com/forums/viewtopic.php?t=3358
This sample app uses SDL just to get the GL context, it should be no problem porting it to GLUT or whatever.
Thursday, December 23, 2004
Looks quiet well, and runs with a decent speed too.
How do you belive this approach fares against the one used in the Ruby demo, which was discussed by Thorsten Schuerman?
I belive the other approach is a little better looking, though it runs a little slower on my 9800 XT, because I had to split it into multipass rendering (too long fragment program originally). But surely this method looks nice too. It does have some aliasing artifacts though, when you get very close to an object.
Great demos in generel. I am thinking about implementing your water demo in a rain/lightning application im doing, should look good for a puddle of water.
Friday, December 24, 2004
Thanks for the new demo
It works great on my 6800gt 71.20drivers. I have vsync on but its constant @120fps @12/9. I think the effect looks great it would add some realism to games if used.
Merry Christmas + Happy New Year
Saturday, December 25, 2004
Yup, upgrading to 71.20 drivers fixes the problem.
Tuesday, February 15, 2005
i'm doing my own implementation of depth of field, but your's seem more accurate, even more slowly. gonna take a look in your algorythm. GREAT JOB. if i use your implementation, i will notice you.
Sunday, March 13, 2005
Nnnnice....I think Counter Strike III should use this DOF
Sunday, July 31, 2005
sehr gut Saite. Was machen Sie mein Freund?
keep it up !
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