GeeXLab
Current version: 0.20.x
>GeeXLab homepage

FurMark
Current version: 1.20.0
>FurMark homepage

GPU Caps Viewer
Current version: 1.38.0.0
>GPU Caps Viewer homepage

GPU Shark
Current version: 0.10.0.5
>GPU Shark homepage


Blogs
>JeGX's HackLab

Geeks3D's Articles
>GPU Memory Speed Demystified

>Multi-Threading Programming Resources

>GeForce and Radeon OpenCL Overview

>How to Get your Multi-core CPU Busy at 100%

>How To Make a VGA Dummy Plug

>Night Vision Post Processing Filter

PhysX FluidMark
Current version: 1.5.2
>FluidMark homepage

TessMark
Current version: 0.3.0
>TessMark homepage

ShaderToyMark
Current version: 0.3.0
>ShaderToyMark homepage
>ShaderToyMark Scores

Demoniak3D
Current Version: 1.23.0
>Demoniak3D
>Download
>Libraries and Plugins
>Demos
>Online Help - Reference Guide
>Codes Samples

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NVIDIA nZone.com NVIDIA Developer Blog
NVIDIA G80: OpenGL Programming

By: Christophe [Groove] Riccio - www.g-truc.net
Initial Version: November 12, 2006
Edited and Translated by the oZone3D Team
Last Update: March 25, 2007


[ Index ]

Introduction | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9

»Next Page



7 - Geometry

In a completely different topic, here we are thinking about the geometry, with GL_EXT_draw_instanced. Let's imagine that we need to display several identical meshes but at different positions. Usually, we would perform as many batches (glDraw*) as the number of times we wish to draw this mesh. With this extension, only one batch is needed. A unique identifier is passed for each instance (gl_InstanceID) which let us apply individual process in the vertex shader, like a transformation. This is a new initiative that will relieve the CPU.





[ Index ]

Introduction | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9

»Next Page





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
>Texture DataPack #1
>Asus Silent Knight CPU Cooler
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