Per-pixel shader?
I've posted the latest project files 208030920.
I've fixed all the shader issues and put bandaids on the transform problems.
I've also stuck a flag in the code to switch between glGetTexImage and PBO transfer (GPU -> CPU) at the top of GPUVectorField.cc.
Results:
Primary vector field tex (not read back): 1024x1024
2 Secondary data tex's (for upload and readback): 64x64
Render timer set at 1k fps
With glGetTexImage: 75fps
With PBO transfer: 100fps
I'm pretty happy with it. Even with the glGetTexImage() simplified routine it's pretty snappy (though I'll still make the PBO thing a requirement anyways since the other features need OpenGL 2.0)
Edit: One thing I learned doing this is Async PBO read back doesn't work unless OpenGL multithreading is enabled.
I've fixed all the shader issues and put bandaids on the transform problems.
I've also stuck a flag in the code to switch between glGetTexImage and PBO transfer (GPU -> CPU) at the top of GPUVectorField.cc.
Results:
Primary vector field tex (not read back): 1024x1024
2 Secondary data tex's (for upload and readback): 64x64
Render timer set at 1k fps
With glGetTexImage: 75fps
With PBO transfer: 100fps
I'm pretty happy with it. Even with the glGetTexImage() simplified routine it's pretty snappy (though I'll still make the PBO thing a requirement anyways since the other features need OpenGL 2.0)
Edit: One thing I learned doing this is Async PBO read back doesn't work unless OpenGL multithreading is enabled.
---Kelvin--
15.4" MacBook Pro revA
1.83GHz/2GB/250GB
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