[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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