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oZone3D.Net Tutorials - NVIDIA G80: OpenGL Programming - New OpenGL Extensions - GLSL - Geometry shader




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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
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