AVX in Visual Studio88 (4/19/2013 5:55:16 PM) comp.lang.c++ Hello
I've just started to convert some c++ code which is optimised for sse4 to
avx.
After a few false starts with Visual Studio, I've finally started to
generate avx code. Unfortunately the result is... Thomas
Shader profiling436 (2/22/2012 8:06:25 PM) comp.graphics.api.opengl Hello I managed to put together a half-decent deferred shader and it's significantly faster than my original one-stage shader. Now I'm in the process of optimising the shader and I wondered if there were any... Thomas
Multisampling Vs Supersampling793 (2/13/2012 12:17:14 AM) comp.graphics.api.opengl Hello I'm struggling to understand the essential difference between multisampling and supersampling but I'm getting the impression that multisampling makes more compromises in order to maintain frame-rates. ... Thomas
Writing to the Stencil Buffer934 (2/8/2012 7:46:36 PM) comp.graphics.api.opengl Hello I want to write to the stencil buffer at the face level in order to avoid having my deferred shader operate on fragments which don't apply to a particular face. I was intending to use the GL_ARB_shader... Thomas
fragment position150 (2/7/2012 3:31:47 PM) comp.graphics.api.opengl Hello If I have the depth of a fragment (from the depth buffer) and the fragment coordinates, can I determine the model space coordinates of the surface underneath the fragment and if so how? Thanks for any... Thomas
Easy ways to speed up rendering?1347 (1/27/2012 7:48:03 PM) comp.graphics.api.opengl Hi I have a custom fragment shader which needs to do a fair bit of work per fragment including multiple texture look-ups and a lot of math. Not surprisingly, the shader runs quite slowly on models with more ... Thomas
Accessing local uvw coordinates in fragment shader529 (4/5/2011 3:06:35 PM) comp.graphics.api.opengl Hello Does anyone know if it's possible to access the interpolated uvw coordinates within a fragment shader? I know that the 'varying' keyword lets you access the interpolated value of any particular vertex ... Thomas
VBMacro to VB (VS 2008)221 (6/8/2010 10:40:20 PM) comp.lang.basic.visual.misc I have several VB macro. I want to move it to a VB application, using my VS 2008. I don't know how to get the Application to run against an Excel Worksheet. Can someone help? I did start a project using VB-E... JCO
What does SET_PLOT, 'x' mean ?433 (6/12/2009 12:38:26 AM) comp.lang.idl-pvwave Hi all, I am working on an old IDL code right now. And several parts of the code do not work well. I am nor sure whether it is because of the version or because of the poor coding. (But this is a published cod... litongmu.ustc(9)
VBMacro to VB (VS 2008)221 (6/8/2010 10:40:20 PM) comp.lang.basic.visual.misc I have several VB macro. I want to move it to a VB application, using my VS 2008. I don't know how to get the Application to run against an Excel Worksheet. Can someone help? I did start a project using VB-E... someone15(435)
Easy ways to speed up rendering?1347 (1/27/2012 7:48:03 PM) comp.graphics.api.opengl Hi I have a custom fragment shader which needs to do a fair bit of work per fragment including multiple texture look-ups and a lot of math. Not surprisingly, the shader runs quite slowly on models with more ... someone15(435)
fragment position150 (2/7/2012 3:31:47 PM) comp.graphics.api.opengl Hello If I have the depth of a fragment (from the depth buffer) and the fragment coordinates, can I determine the model space coordinates of the surface underneath the fragment and if so how? Thanks for any... someone15(435)
Writing to the Stencil Buffer934 (2/8/2012 7:46:36 PM) comp.graphics.api.opengl Hello I want to write to the stencil buffer at the face level in order to avoid having my deferred shader operate on fragments which don't apply to a particular face. I was intending to use the GL_ARB_shader... someone15(435)
Multisampling Vs Supersampling793 (2/13/2012 12:17:14 AM) comp.graphics.api.opengl Hello I'm struggling to understand the essential difference between multisampling and supersampling but I'm getting the impression that multisampling makes more compromises in order to maintain frame-rates. ... someone15(435)
Shader profiling436 (2/22/2012 8:06:25 PM) comp.graphics.api.opengl Hello I managed to put together a half-decent deferred shader and it's significantly faster than my original one-stage shader. Now I'm in the process of optimising the shader and I wondered if there were any... someone15(435)
AVX in Visual Studio88 (4/19/2013 5:55:16 PM) comp.lang.c++ Hello
I've just started to convert some c++ code which is optimised for sse4 to
avx.
After a few false starts with Visual Studio, I've finally started to
generate avx code. Unfortunately the result is... someone15(435)