My Account


RSS
oZone3D.Net RSS Feeds»RSS 2.0 Feeds

Blogs
»Demoniak3D Blog
»JeGX's Infamous Lab

Sponsors

Modul8: real time video mixing and compositing


Link to Us

oZone3D.Net 100% Realtime 3D

»All Links

Web Partners

www.geeks3d.com
www.benchmarkhq.ru
www.tdt3d.com
www.steph3d.net
www.g-truc.net
www.worldpcspecs.com


Banners Exchange

www.jmax-hardware.com
cgindia.blogspot.com
grapejuice.c.la
www.game-lab.com


Links Exchange

»CYGAD's 3DXtra

Search
Google
Web
oZone3D.Net
 


GIGABYTE Technology - Geforce 8800 Series - oZone3D.Net Sponsor
*** If you read this text, that means you should install a Flash plugin: Get Flash Player ***
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







Language:


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


GPU Caps Viewer
Current Version: 1.5.0
»GPU Caps Viewer
»GPU DB Submissions


FurMark
Current Version: 1.4.0
»FurMark
»Benchmark Submissions


Geeks3D News
Page generated in 0.1333270072937 seconds.