« on: February 24, 2017, 07:24:42 PM »
and the link is...
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or does geeXLab need windows and cannot display directly onto the framebuffer?
Back in the early days of consumer level 3D graphics hardware, BSP trees were a common component in rendering systems. Over time it fell out of fashion as the geometric complexity increased exponentially, scenes became more dynamic, and mesh data and processing moved over to the GPU side. With that said, BSP trees do have a number of desirable properties that made them attractive solutions for the static world geometry. One such property is that one can easily traverse a BSP tree in strict visibility order. If you don't have a depth buffer, you can render things correctly by traversing it back-to-front, and if you do have one, especially with Hi-Z rejection, you can instead traverse it front-to-back and get the maximum utilization of that hardware. Now this may not be a major concern today, but sorting things for transparency is still a problem we struggle to solve properly, and for static geometry a BSP tree can solve that quite elegantly.
look - my comment about your ASUS GTX 1080 TURBO review.
NOTE: sorry for wrong thread but I tried to send you this message in PM but this doesn't work.
Can it run without the windows manager? (no XWindows, directly from terminal)I don't understand what do you mean. Do you mean you can start GeeXLab from the command line (with options)?
Can the whole screen resolution show nothing but the visual programmed? i looked at the demos and they all had descriptions on screen
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... the updated geometry engines will also feature one more advancement, which AMD is calling the primitive shader. A new shader stage that runs in place of the usual vertex and geometry shader path, the primitive shader allows for the high speed discarding of hidden/unnecessary primitives. Along with improving the total primitive rate, discarding primitives is the next best way to improve overall geometry performance, especially as game geometry gets increasingly fine, and very small, overdrawn triangles risk choking the GPU.
AMD isn’t offering any real detail here in how the primitive shader operates, and as a result I’m curious here whether this is something that AMD’s shader compiler can automatically add, or if it requires developers to specifically call it (like they would vertex and geometry shaders).
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