Thanks for the reply. We had already tried the single threaded implementation where all components share same context.
The issue is that the design is already complex because each of the statistical data has to be updated at different frame rates and managing this would be
pretty hard in a...
hello ppl,
I am currently creating an opengl based visualization application. Apart from basic rendering , it also displays many statistical data over the rendered image as overlays. The problem is that the statistical data is displayed using third party application and they prefer rendering...
I am using wglUseFontBitmaps in my application. But the output has jagged edges. I tried to implement antialiasing to remove this jaggies. But it was not working. I used
multisampling method of antiaiasing since it supports all the primitives including bitmaps. But didn’t get the expected...
Is it Impossible to implement MI using Cg??? I mean performance wise its far far worse than CPU?
I would be Ok to move to Cuda in case its not possible using Cg.
I found an MI implementation using cuda in the internet.
Seems like Cuda based optimisation is possible only for large data...
Hello,
I am trying to optimise an algorithm using CG. The kernel calculates Mutual information. It has to be executed for a fixed number of iteration. But it can do an early exit in case an acceptable MI value is achieved.
while ( MI > 0.8 )
{
Call Render function to execute kernel...
Helllo..
Am trying to make an application something similar to
1) Window of width say 400 pixels
2) During every one second interval a vertical line moves from left of the window to right .
If i render at 400 FPS then the motion of line is smooth. But for lesser FPS like 100 the...
U mean it isnt a big deal to have 10-20 rendertarget targets of the screen size??
So i should render each overlay to different rendertargets and then combine using pixel shader??
Yess am talking about 2D games. My example would be like one layer will have some text written on it and i dont want to draw those text each frame. I want the text as overly to my game. This is one example layer.. i will have lots of such overlays. Ideal case will be i will have to draw only...
How does game programmers approach layered concept in directx.
I mean if i have 10 different layers at various depths and what i see on the screen at any moment is each of these 10 layers merged together.
My doubt is do they draw each of the 10 layers one over the other each time one layer...
Hi
I have a 800 X 600 window. Different regions of the windows are updated at different instances.
I means u can think of it as a number of subwindows each getting updated at different FPS.
Problem is that each of these subwindows maybe updated at FPS as high as 60 - 100.
I tried to find...
I have basically two doubts
1. Can i create a directx application without having a window created anywhere in the application??? I dont need to display it on the screen . All i need is to render it on to backbuffer and then read the byte data from the back buffer by locking it
2. My...