Recent content by kumayu

  1. K

    AMD: R9xx Speculation

    "attribute interpolation" has been remove from RV870 But sometime it stole a lot % cycle from ALU, when you pass many attribute from vertex shader. And I observed 20% cycles lost. I think AMD should add that enhanced fixed function block for "attribute interpolation" back on HD6x00...
  2. K

    How to convert tangent space normal to world space ?

    As Far as I know, ReflectColor = TexCUBE( EnvCubeMap , ReflectDir ); The ReflectDir used here need to be in World Space? We can Get ReflectDir this way... float3 ReflectDir = normalize(2.0 * NdotL * Normal.xyz - LightDir.xyz); So I need Normal vector in World Space , too. But my...
  3. K

    Samsungs new Soc, but who's supplying the Graphics ?

    Samsung Electronics FIMG-3DSE v1.5 It's a Samsung's inhouse GPU in S3C6410. They also has a 2D core, "FIMG-2D". FIMG-3DSE v1.5 one 128bit VS unit+ one 128bit PS unit , 133Mhz. (32bit x 4) The performances seems equal or better to PowerVR MBX . But base on OpenGL ES2.0.
  4. K

    Predict: The Next Generation Console Tech

    I think PS4 should use a modified Cell and RSX, economic design to lower developement cost. Just like the way Wii do it. CPU : 2 Core PPC970 with 4 SPE each. (lot of games lag by PPC970 , SPE....under usage ) GPU : 16VS and 48PS RSX. 16ROP. and a 2GB unified memory share by GPU...
  5. K

    TEXAN*s SEGA enthusiast thread - past and future hardware choices

    >>The Dreamcast unfortunately was released too soon. GPU's released in 2000 were much, >>much more powerful than the previous generation The major different between 1998 ~ 2000 graphic hardware , is T&L unit. Dreamcast release at 1998. It's impossable to equip true GPU(with T&L). SH-4...
  6. K

    Predict (for fun): Specs of Reality Synthesizer

    From those specs, I think what you want is something like ATI's C1 core(xenos). Just replace the PCIE with FlexIO. Then everything is done. It's best deal at 2006,even 2007. .....And you will get unified shader , FP10 , and free tessellation units "surprisely". Cell could do all vertex...
  7. K

    Looks translucent, but no blend

    stipple translucency? SEGA Saturn games used a lot of stipple translucency. I think you can use stencil buffer as a mask for ignore half pixels.. Or you can use shader to achieve the effect. when pixel position x or y is odd, ignore this pixel...
  8. K

    What is radiosity light map? and why it's better?

    What is radiosity light map? and why it's better? Can you creative guys explains what is radiosity light map? In the simplest way!! I have seen a few papers(source engine...) about it , but I don't really understand. The traditional light map stores light intensity in a bitmap, it...
  9. K

    Can I get the ModelMatrix from build-in gl_xxxMatrix?

    An engine we are using has a few bug in OpenGL. Modelmatrix and viewInversematrix in shader is totally wrong. But all openGL standard build-in matrixs work fine. (ex: gl_ModelViewMatrix , gl_ProjectionMatrix,gl_.....) Is it possible to get the ModelMatrix from those build-in...
  10. K

    How to code a Colorlize filter by shader?

    Thanks a lot. First try to palette textures using texture lookup I think it's easier than color space tricks. //====================================== uniform sampler2D idx; // image in gray color as index uniform sampler2D pal; // 256X4 Map as palletize map...
  11. K

    Do unused MIP levels take video memory?

    Tex unit read texels from the same dds texture file. But different mipmap level. If you maps are huge. The textures need a lot of memory that more than your Vram. Mega texture may help.
  12. K

    Do unused MIP levels take video memory?

    Yes , Unused MIP levels still take video memory. Artist saved all MIP levels in one DDS file, unless we know we never need those mipmap. A object moving from near to far away, Tex init will read texels from the same dds texture file. But different mipmap level. The DDS files always take...
  13. K

    So Little PowerVR SGX?

    What's wrong with SGX multi texture fill rate? Driver bug?? http://pocketables.typepad.com/photos/uncategorized/2008/07/16/kohjinsha_sc3__3dmark_details.jpg Single texture fill rate is 4~5 time better. Why multi texture fill rate so low?
  14. K

    How to code a Colorlize filter by shader?

    No. I already know that..... But I don't want to get the brightness value of the pixel A. I want to have another pixel B that have the same brightness as A. ----------------------------------------- I have seen the codes of Ycocg from nvidia's site. The code is simple, but no artist...
  15. K

    How to code a Colorlize filter by shader?

    DXT5 was not very good for image with a lot of color change in small area. And our UI has a lot of text bitmap. Those text bitmap have Color Grads. There are white edge and black shadow around text. (all in a 16X16 or 32X32 area) DXTn/S3TC compression can cause visable artifacts. In other...
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