[Haskell-cafe] Memory efficiency questions for real-time graphics
Tobias Bexelius
tobias.bexelius at avalanchestudios.se
Wed Nov 5 05:08:16 EST 2008
I believe Svein is thinking of render-to-texture which indeed could be
used to emulate Stream-Out functionality (but with reduced performance
of course). This is also hardware specific and was still not supported
on the first GPU's.
________________________________
From: Sebastian Sylvan [mailto:sebastian.sylvan at gmail.com]
Sent: den 4 november 2008 20:06
To: sveina at gmail.com
Cc: Tobias Bexelius; haskell-cafe at haskell.org
Subject: Re: [Haskell-cafe] Memory efficiency questions for real-time
graphics
On Mon, Nov 3, 2008 at 3:45 PM, Svein Ove Aas <svein.ove at aas.no> wrote:
On Mon, Nov 3, 2008 at 11:31 AM, Tobias Bexelius
<tobias.bexelius at avalanchestudios.se> wrote:
> Before Direct3D 10, its too costly to read back the updated
vertex data
> in every frame, which force you to make this kind of
operations on the
> CPU.
> With D3D 10 however, you should use the new Stream-Output
stage which is
> used to return updated vertex data directly to a vertex buffer
on the
> GPU. So if you can afford a new graphics card and likes Vista,
that's
> the way to go :)
>
Or you could use OpenGL, which has supported that since the
first GPUs
that did were released.
I think that came with OpenGL 3.0. Unless you're counting
vendor-specific extensions...
--
Sebastian Sylvan
+44(0)7857-300802
UIN: 44640862
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