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From: Scott B. <gas...@nw...> - 2001-09-27 19:01:41
|
GetCharWidth32() with a full range of character indexes. Then do a max() run on the buffer you give it. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Gabor Farkas > Sent: Thursday, September 27, 2001 11:39 AM > To: gam...@li... > Subject: [GD-Windows] font width > > > hi, > > how can i get the maximum width for a given truetype font > set? i've searched the platform sdk, but nothing.... :-( gabor > > -------------------------------- > Just because a thing can be done does not mean it must be > done or should be done. > > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |
From: Gabor F. <xl...@po...> - 2001-09-27 18:38:30
|
hi, how can i get the maximum width for a given truetype font set? i've searched the platform sdk, but nothing.... :-( gabor -------------------------------- Just because a thing can be done does not mean it must be done or should be done. |
From: Evil K. <evi...@ho...> - 2001-09-25 17:12:41
|
can anyone here actually hear themselves? you lot are so concerned with telling people what is right and wrong to post on this list, you're using more bandwidth than his original post, get a grip, shut the fuck up, we dont NEED people to sit around and moderate the list, just take a simple, if it's offtopic, dont respond attitude, that email will get a few replies from people who dont take notice of this, but in general, a simple, this email is offtopic, take it to <insert list name> should do it STOP TALKING ABOUT IT!!! it's causing a bigger problem than his original off topic post jees, talk about beauracracy (hmmm bad spelling) but perhaps people in here like red tape? kosh ----- Original Message ----- From: "Vek" <ve...@ho...> To: <gam...@li...> Sent: Tuesday, September 25, 2001 2:53 AM Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex Processing Stuff > Hey... > > So many more posts on whether the list is acceptable or not, than actaul > content... drat I'm sorry for starting this. > Basically, I've moved on to the DX list now... I did search for such a list > on Google, etc before, and didn't turn one up... only dead links or company > owned lists. Now that the DX mailing list's address was posted here, it's > been a boon. Thank you for posting the link! As far as I'm concerened, > the -best- response to an offtopic post is a followup saying, your post is > off topic, but here is where to go for it to be on topic. It does the > greatest good. More arguments are just a waste. :) > > Anyways, thank y'all. And sorry for the problems. > > -Nick Lawson > nl...@ho... > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |
From: Mike B. <mi...@mi...> - 2001-09-25 01:59:47
|
The dxdev is not the place for general topics - though we have been = tending to answer them this will be changing now Tom has kindly created this = one. Though this does mean more time on some lists for some of us... ;) My recommendation is now to post to this general list and if noone knows the definitive answer then post if on dxdev, I'll beat you gently for = the OT, and you should be answered offline ;) Mike, aka dxdev list admin.. -----Original Message----- From: Tom Hubina [mailto:to...@3d...] Sent: Monday, September 24, 2001 2:51 PM To: gam...@li... Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex ProcessingStuff At 12:38 PM 9/24/2001, you wrote: >The reason is very simple: there is the dx list, which is the very best = dx >programming resource around the net. Why pull traffic from the dx list = to >this one, when all the knowledge and microsoft and ihv people are = already on >the other list? I expect most game developers to be subscribed to all >relevant lists, and i expect this list here as a rather low traffic = one, >focusing on special subjects not covered (and not allowed) elsewere. This is exactly the reason. It's obviously not a bandwidth or traffic = issue=20 (yet), it's simply that the DX list is the "right" place to be asking = these=20 questions. That's where all the experts are, and where the driver = writers=20 and DX team hang out. It doesn't make sense for them to split their = efforts=20 between two lists. In the past the DX admins have been pretty forceful about keeping OT=20 traffic on that list to a minimum, and general windows programming=20 questions have been considered OT even if they related to games = (WinSock,=20 Threads, Registry, File Mapping, etc). If this is no longer the case = then=20 I'll gladly shut down this list and have everyone post this stuff on the = DX=20 list. I don't think we (the admins) are going to be anal about DX posts, but=20 we're going to update the charter to be more clear about this, and from=20 time to time suggest people take DX questions to the DX list because = they=20 are better served there. Tom _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows |
From: Vek <ve...@ho...> - 2001-09-25 01:52:14
|
Hey... So many more posts on whether the list is acceptable or not, than actaul content... drat I'm sorry for starting this. Basically, I've moved on to the DX list now... I did search for such a list on Google, etc before, and didn't turn one up... only dead links or company owned lists. Now that the DX mailing list's address was posted here, it's been a boon. Thank you for posting the link! As far as I'm concerened, the -best- response to an offtopic post is a followup saying, your post is off topic, but here is where to go for it to be on topic. It does the greatest good. More arguments are just a waste. :) Anyways, thank y'all. And sorry for the problems. -Nick Lawson nl...@ho... |
From: Brian H. <pu...@py...> - 2001-09-25 00:59:06
|
DOH! How the hell did I miss that?! One thing I will say -- their documentation is seriously in need of some work. =/ Brian |
From: Daniel V. <vo...@ep...> - 2001-09-25 00:53:15
|
> Now, the _right_ thing that Ogg Vorbis should have done is to use a > callback system instead of manipulating a FILE pointer directly. http://www.xiph.org/ogg/vorbis/doc/vorbisfile/ov_open_callbacks.html If you want to use them Ogg Vorbis actually provides callbacks that can be used for all sorts of things :) I guess to get real answers you should try the vorbis mailing lists as the people there know what they are talking about (as opposed to me ;)). - Daniel Vogel, Programmer, Epic Games Inc. |
From: Brian H. <pu...@py...> - 2001-09-25 00:30:18
|
> I think you are able to tell ov_open where you want to start > in the file (after all you have to pass in an already opened > file pointer) and it should know how big the stream is so in > theory it should work though I haven't tested it myself. What I meant is that FILE assumes a regular streamed file a la fopen/fread style of operation. Most games eventually ship with a single large archive file (sometimes compressed) such as the various PAK, PK2, PK3 and WAD files that id has used. Unless you decompress the data into the file system at installation, you're not going to be able to use a regular FILE oriented interface to stream data. Now, the _right_ thing that Ogg Vorbis should have done is to use a callback system instead of manipulating a FILE pointer directly. That way you could stream data out of any source -- network, filesystem or archive file -- transparently to the decoding layer. Brian |
From: Daniel V. <vo...@ep...> - 2001-09-24 22:13:42
|
> You're using their file handling stuff? Doesn't that kind of mess up > the ability to play data out of archived pak files? I think you are able to tell ov_open where you want to start in the file (after all you have to pass in an already opened file pointer) and it should know how big the stream is so in theory it should work though I haven't tested it myself. Jack, heeeeeeeeeeeeeeelp :) > I was planning on loading a full song into memory then decompress > sections on the fly while playing into a streaming sound buffer. I'm not sure whether you are able to use vorbisfile in this case. At the moment I'm streaming from disk in a seperate thread so using vorbisfile was a no- brainer. - Daniel Vogel, Programmer, Epic Games Inc. |
From: Tom H. <to...@3d...> - 2001-09-24 21:50:40
|
At 12:38 PM 9/24/2001, you wrote: >The reason is very simple: there is the dx list, which is the very best dx >programming resource around the net. Why pull traffic from the dx list to >this one, when all the knowledge and microsoft and ihv people are already on >the other list? I expect most game developers to be subscribed to all >relevant lists, and i expect this list here as a rather low traffic one, >focusing on special subjects not covered (and not allowed) elsewere. This is exactly the reason. It's obviously not a bandwidth or traffic issue (yet), it's simply that the DX list is the "right" place to be asking these questions. That's where all the experts are, and where the driver writers and DX team hang out. It doesn't make sense for them to split their efforts between two lists. In the past the DX admins have been pretty forceful about keeping OT traffic on that list to a minimum, and general windows programming questions have been considered OT even if they related to games (WinSock, Threads, Registry, File Mapping, etc). If this is no longer the case then I'll gladly shut down this list and have everyone post this stuff on the DX list. I don't think we (the admins) are going to be anal about DX posts, but we're going to update the charter to be more clear about this, and from time to time suggest people take DX questions to the DX list because they are better served there. Tom |
From: Brian H. <pu...@py...> - 2001-09-24 21:45:48
|
> basically boils down to calling ov_open and ov_read. You You're using their file handling stuff? Doesn't that kind of mess up the ability to play data out of archived pak files? I was planning on loading a full song into memory then decompress sections on the fly while playing into a streaming sound buffer. Brian |
From: Daniel V. <vo...@ep...> - 2001-09-24 21:33:45
|
> I've just started looking into this today, oddly enough. What are your > experiences with it (good, bad, in-between)? So far I'm finding the > documentation lacking, so I'm just going off of the encoder sample file > (*shudder*). The examples and documentations aren't the best but it didn't take much code to get it up and running smoothly. It basically boils down to calling ov_open and ov_read. You should contact Jack Moffit [ja...@xi...] or Monty [xip...@xi...] when you need help. Jack helped me fix some (very) stupid bugs in my code when I integrated it into our engine :) http://www.xiph.org/ogg/vorbis/doc/vorbisfile/example.html is very close to what my implementation looks like. > Are any of your shipping products using it? We haven't shipped a title using it and neither have any of our licensees AFAIK. Support for it is currently in the engine and at the moment we are happy with it. Not saying that this might not change in the future but so far we haven't run into any problems using it for streaming background music. Operation Flashpoint is a shipping title that uses Ogg Vorbis more extensively IIRC. - Daniel Vogel, Programmer, Epic Games Inc. |
From: Brian H. <pu...@py...> - 2001-09-24 20:00:12
|
> Or you could use Ogg Vorbis which works fine for us. There > should be sample apps available at http://www.vorbis.com. I've just started looking into this today, oddly enough. What are your experiences with it (good, bad, in-between)? So far I'm finding the documentation lacking, so I'm just going off of the encoder sample file (*shudder*). Are any of your shipping products using it? Brian |
From: Daniel V. <vo...@ep...> - 2001-09-24 19:55:50
|
> We tested Ogg Vorbis a while ago, but we found that its decoding > performance was way too low to be useful to us. But that was at least a > year ago, I assume it's been optimized since (especially if you're > recommending it). It's fast enough for streaming music - that's what we use it for. - Daniel Vogel, Programmer, Epic Games Inc. |
From: Dirk R. <ri...@ph...> - 2001-09-24 19:37:19
|
The reason is very simple: there is the dx list, which is the very best dx programming resource around the net. Why pull traffic from the dx list to this one, when all the knowledge and microsoft and ihv people are already on the other list? I expect most game developers to be subscribed to all relevant lists, and i expect this list here as a rather low traffic one, focusing on special subjects not covered (and not allowed) elsewere. Greets, Dirk -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Marcin Wieczorek Sent: Monday, September 24, 2001 8:46 PM To: gam...@li... Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex Processing Stuff I don't get this... this is a win32 dev list and directx question might be considered a win32 question and yet people are getting so offended by the post. Its not like this dev list is swamped with posts about other topics. Maybe someone should make a list of valid discussing topics on this list (I'm kidding if you haven't noticed.) I've noticed this trend going on around all of the Sweng dev list and its getting to a point where people can't even ask a question anymore without someone replying how they don't like this post on the list. Come on.. Anyway, just my 2 cents... (maybe I should have posted this on the General list ;)) Marcin PS. In my opinion this thread was a valid topic on win32 issue. -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Vek Sent: Monday, September 24, 2001 11:31 AM To: gam...@li... Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex Processing Stuff Hi there. Since this isn't really the place for this, I'm requesting that this is the last post in this thread. Thanks for the great answers, guys. I'll post this postmortem just in case someone else is getting the same problem. Perhaps its useful to someone :) I've moved on over to the DX newsgroups and mailing lists so as not to clutter this newsgroup. The answers recieved so far were helpful, and I'm suspecting that the answer that the CPU might be beating the video card is the case. Its a 2 ghz CPU... The Lock() parameters, AGP business and others factors are straightforward and already checked for problems. There was ONE case of 'read-from-agp' that was solved and gave back most of the speed, but it's never quite gone over the speed of the software vertex processing, and it drops of really sharply when there's many polys. I'll keep a lookout (And ask around) but go on the assumption that on less powerful CPU's the GPU might pull a bit more weight. ... and of course, give users the option to force software.... Thanks again! -Nick ve...@ho... _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows |
From: Scott B. <gas...@nw...> - 2001-09-24 19:28:37
|
Hey this discussion got me thinking. When are consumer sound cards going to start supporting hardware decompression? Or at least provide some common DSP type functions that can be used by drivers to aid decompressing formats like MP3, WMA, and Ogg? Are do they do this already and nobody uses it? I would like to keep all of our sound samples in compressed format, but there's just too much overhead - even on a fast PC, decoding and mixing 10 MP3 samples simultaneously will eat up a bunch of CPU, so we reserve the compressed samples for the streaming type stuff like musical score, ambient effects, and dialogue (never more than 2 or 3 of these at once). I assume that the little handhelds like the Rio have an ARM or something that decodes in software... But in order for games to use this, we'll need multiple simultaneous sample decoding support with dedicated circuits, not an embedded risc processor. Is this kind of thing on the horizon? Is there even a need for it?? Scott > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Scott Bilas > Sent: Monday, September 24, 2001 12:17 PM > To: gam...@li... > Subject: RE: [GD-Windows] MP3 Playback under Windows > > > > > MP3 requires licensing per file, and I think as a result, > > many games > > > ship in violation. But if you use the Miles sound system, > it comes > > > with a royalty-free MP3 license. That's most of the > > motivation for us > > > for using Miles. Plus it's fully backwards compatible with even > > > non-DirectX systems, not too expensive, and has wicked fast > > > decoding/mixing. > > > > Or you could use Ogg Vorbis which works fine for us. There > should be > > sample apps available at http://www.vorbis.com. > > We tested Ogg Vorbis a while ago, but we found that its > decoding performance was way too low to be useful to us. But > that was at least a year ago, I assume it's been optimized > since (especially if you're recommending it). > > Btw do NOT use WMA for anything. It is SLOW SLOW SLOW. The > audio quality and tools are quite good but it is designed for > IE and media players, not for low-latency games. > > Scott > > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |
From: Scott B. <gas...@nw...> - 2001-09-24 19:19:51
|
> > MP3 requires licensing per file, and I think as a result, > many games > > ship in violation. But if you use the Miles sound system, it comes > > with a royalty-free MP3 license. That's most of the > motivation for us > > for using Miles. Plus it's fully backwards compatible with even > > non-DirectX systems, not too expensive, and has wicked fast > > decoding/mixing. > > Or you could use Ogg Vorbis which works fine for us. There > should be sample apps available at http://www.vorbis.com. We tested Ogg Vorbis a while ago, but we found that its decoding performance was way too low to be useful to us. But that was at least a year ago, I assume it's been optimized since (especially if you're recommending it). Btw do NOT use WMA for anything. It is SLOW SLOW SLOW. The audio quality and tools are quite good but it is designed for IE and media players, not for low-latency games. Scott |
From: Daniel V. <vo...@ep...> - 2001-09-24 19:06:12
|
> MP3 requires licensing per file, and I think as a result, many games > ship in violation. But if you use the Miles sound system, it comes with > a royalty-free MP3 license. That's most of the motivation for us for > using Miles. Plus it's fully backwards compatible with even non-DirectX > systems, not too expensive, and has wicked fast decoding/mixing. Or you could use Ogg Vorbis which works fine for us. There should be sample apps available at http://www.vorbis.com. - Daniel Vogel, Programmer, Epic Games Inc. |
From: Tom F. <to...@mu...> - 2001-09-24 19:03:27
|
I agree it was a perfectly valid topic for this list. I pointed the poster to the DX list because they'd get a far more reliable response there, since nVidia devrel people frequent that list, and those are really the people who can give the definitive answers. Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Marcin Wieczorek [mailto:Ma...@zo...] > Sent: 24 September 2001 19:46 > To: gam...@li... > Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex > Processing Stuff > > > I don't get this... this is a win32 dev list and directx > question might be > considered a win32 question and yet people are getting so > offended by the > post. > > Its not like this dev list is swamped with posts about other > topics. Maybe > someone should make a list of valid discussing topics on this > list (I'm > kidding if you haven't noticed.) > > I've noticed this trend going on around all of the Sweng dev > list and its > getting to a point where people can't even ask a question > anymore without > someone replying how they don't like this post on the list. Come on.. > Anyway, just my 2 cents... > > (maybe I should have posted this on the General list ;)) > > Marcin > > PS. In my opinion this thread was a valid topic on win32 issue. > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Vek > Sent: Monday, September 24, 2001 11:31 AM > To: gam...@li... > Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex > Processing Stuff > > > Hi there. > > Since this isn't really the place for this, I'm requesting > that this is the > last post in this thread. Thanks for the great answers, guys. > I'll post > this postmortem just in case someone else is getting the same problem. > Perhaps its useful to someone :) > > I've moved on over to the DX newsgroups and mailing lists so as not to > clutter this newsgroup. The answers recieved so far were > helpful, and I'm > suspecting that the answer that the CPU might be beating the > video card is > the case. Its a 2 ghz CPU... The Lock() parameters, AGP > business and others > factors are straightforward and already checked for problems. > There was ONE > case of 'read-from-agp' that was solved and gave back most of > the speed, but > it's never quite gone over the speed of the software vertex > processing, and > it drops of really sharply when there's many polys. I'll > keep a lookout > (And ask around) but go on the assumption that on less > powerful CPU's the > GPU might pull a bit more weight. ... and of course, give > users the option > to force software.... > > Thanks again! > > -Nick > ve...@ho... > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |
From: Marcin W. <Ma...@zo...> - 2001-09-24 18:53:41
|
I don't get this... this is a win32 dev list and directx question might be considered a win32 question and yet people are getting so offended by the post. Its not like this dev list is swamped with posts about other topics. Maybe someone should make a list of valid discussing topics on this list (I'm kidding if you haven't noticed.) I've noticed this trend going on around all of the Sweng dev list and its getting to a point where people can't even ask a question anymore without someone replying how they don't like this post on the list. Come on.. Anyway, just my 2 cents... (maybe I should have posted this on the General list ;)) Marcin PS. In my opinion this thread was a valid topic on win32 issue. -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Vek Sent: Monday, September 24, 2001 11:31 AM To: gam...@li... Subject: RE: [GD-Windows] (closing) DirectX Pure Device / HW Vertex Processing Stuff Hi there. Since this isn't really the place for this, I'm requesting that this is the last post in this thread. Thanks for the great answers, guys. I'll post this postmortem just in case someone else is getting the same problem. Perhaps its useful to someone :) I've moved on over to the DX newsgroups and mailing lists so as not to clutter this newsgroup. The answers recieved so far were helpful, and I'm suspecting that the answer that the CPU might be beating the video card is the case. Its a 2 ghz CPU... The Lock() parameters, AGP business and others factors are straightforward and already checked for problems. There was ONE case of 'read-from-agp' that was solved and gave back most of the speed, but it's never quite gone over the speed of the software vertex processing, and it drops of really sharply when there's many polys. I'll keep a lookout (And ask around) but go on the assumption that on less powerful CPU's the GPU might pull a bit more weight. ... and of course, give users the option to force software.... Thanks again! -Nick ve...@ho... _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows |
From: gaspow20 <gas...@nw...> - 2001-09-24 18:38:20
|
MP3 requires licensing per file, and I think as a result, many games ship in violation. But if you use the Miles sound system, it comes with a royalty-free MP3 license. That's most of the motivation for us for using Miles. Plus it's fully backwards compatible with even non-DirectX systems, not too expensive, and has wicked fast decoding/mixing. Scott > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Tom Hubina > Sent: Friday, September 21, 2001 10:08 PM > To: gam...@li... > Subject: [GD-Windows] MP3 Playback under Windows > > > I'm looking for the way to provide MP3 playback with the > minimum system > requirements. That is, the oldest version of DirectX or Windows Media > Player, or whatever else it would take. > > What APIs and libraries are required, and does anyone have a > link to some > sample code for doing this? > > Tom > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |
From: Vek <ve...@ho...> - 2001-09-24 18:29:29
|
Hi there. Since this isn't really the place for this, I'm requesting that this is the last post in this thread. Thanks for the great answers, guys. I'll post this postmortem just in case someone else is getting the same problem. Perhaps its useful to someone :) I've moved on over to the DX newsgroups and mailing lists so as not to clutter this newsgroup. The answers recieved so far were helpful, and I'm suspecting that the answer that the CPU might be beating the video card is the case. Its a 2 ghz CPU... The Lock() parameters, AGP business and others factors are straightforward and already checked for problems. There was ONE case of 'read-from-agp' that was solved and gave back most of the speed, but it's never quite gone over the speed of the software vertex processing, and it drops of really sharply when there's many polys. I'll keep a lookout (And ask around) but go on the assumption that on less powerful CPU's the GPU might pull a bit more weight. ... and of course, give users the option to force software.... Thanks again! -Nick ve...@ho... |
From: Tom F. <to...@mu...> - 2001-09-24 10:57:20
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(1) This is an ideal question for the DX list: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FAQ: http://msdn.microsoft.com/library/techart/DirectX8faq.htm Web Interface: http://DISCUSS.MICROSOFT.COM/archives/DIRECTXDEV.html Problems/Suggestions: DIR...@di... Use the Web Interface (above) to unsubscribe from the list. Use plain-text only. HTML is not accepted. Attachments are removed MSDN DirectX Developer Centre: http://msdn.microsoft.com/DirectX -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- For a start, nVidia people hang out on that list and are more than happy to answer these sorts of questions. (2) Note that a fast CPU (e.g. 1.5GHz or above) can beat the GF3 moderately easily in raw vertex-processing speed. In a real game, you probably still want to use hardware VS - the CPU usually has some other things to do instead. But in terms of raw speed - CPUs are currently faster (a Radeon8500 on the other hand will happily beat the CPU in any benchmark I've thrown at it - I'm rather impressed). (3) Remember that the usage rules for buffers are pretty detailed. You need to be using a DISCARD/NOOVERWRITE scheme, or things are going to go very slowly. Also note that reading from AGP VBs is _seriously_ bad, and that not writing the whole of the AGP buffer can also be slow (the write-combining only works if you overwrite whole 64-bit chunks, IIRC - if you just update a single DWORD then it all goes slowly). So this may explain your massive drop when doing processing yourself. Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Vek [mailto:ve...@ho...] > Sent: 23 September 2001 06:35 > To: gam...@li... > Subject: [GD-Windows] DirectX Pure Device / HW Vertex Processing Stuff > > > I guess this is the best place to ask this - since DX is > windows specific... > and its not really about Algos or such. > > I recently got ahold of Geforce3 hardware to test my vertex > shaders / pixel > shaders in, on my Game Engine. > To my surprise though, simply flipping the engine into > 'hardware vertex > processing mode' cut my framerate to about 50% of what it is > in software > vertex processing mode. This is when dumping raw vertices to > the card to > transform and light and render via a vertex shader... using > vertex index > buffer and vertex buffers... no pixel shaders involved. > > It also drops to 5% of what it is in software > vertexprocessing mode if I > additionally mess with those vertexes (Transforming them by my program > manually instead of by a vertex shader). Are there AGP specifics I'm > missing out on? Or some situations which I'm not aware of? > I'm setting the > device up almost exactly like the NV demos, etc... except those go at > several hundred frames a second in the same situations. > > I would have thought that hardware vertex processing would be > the same speed > or faster... not 5% as fast. 500 polygons are enough to bring it to a > crawl. > > If I can't mangle this soon, I'll take the renderer code out > and place it > into a nice 'clean room' to mess with it, and find out whats > going on by > brute force ;) But I was hoping someone out there already ran > into this. > -Nick Lawson > ve...@ho... > project: http://members.home.net/vektuz/gw2k > > hooray. > > > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > |
From: Jon W. <hp...@mi...> - 2001-09-24 03:27:16
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> grinding so badly. For some reason it drops terribly when I mess > with vertex buffers myself, before throwing it to the vid card... You're aware that vertex buffers are in un-cached memory, right? You should never read them, and you should only write them linearly and completely. If you need to keep the data somewhere for modification, keep it in regular system memory, and "mess with it" on its way into the vertex buffer. On DirectX, you could structure your engine to use DISCARDCONTENTS for buffers that don't have static data, and just cycle through some number of buffers. On OpenGL, you could do the same with NV_fence. Cheers, / h+ |
From: Tom H. <to...@3d...> - 2001-09-23 21:51:35
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At 01:23 PM 9/23/2001, you wrote: >PS. If nobody's seen this kind of thing before and responds, I will >go ahead with the renderer tests and post the results here. (Unless >someone objects of course!) =) This is list designed for Win32 related stuff other than DirectX (such as finding CD-ROM drives, dealing with installers, WinSock, etc). DirectX stuff should be posted on the DirectX list instead since that's where you would get the best results. I can understand the confusion and we'll have to update the charter to reflect this. Tom |