Infinisearch
Veteran
Your sample-implementation is completely unrealistic given current hardware. I might aswell suggest we put more vertexshader units on the GPU and make them faster. As theoretical as your 'implementation', and it will yield even better results!
Yes and the first line of my last post states exactly that it doesn't seem possible with current hardware, so guess what the rest of my post is refering to.
I didn't ignore it, I pointed out that this is not possible, and may not ever be possible.
Ok and I'm discussing the implemation of a system where a vertex processor is embedded in the chipset. The original idea was to use the vertex processor that was already in the IGP, since it has been established that there is no vertex processor on current IGP's again after that guess where the direction of my comments were directed. The word 'if' preceding the mention of the igp and writing to a vertexbuffer were put in repeatedly for a reason.
That is under the assumption that the IGP can render directly into the videomemory of the other GPU. Which isn't realistic, as I pointed out earlier. Perhaps you should read my posts more clearly. I feel like I'm only repeating myself.
Thats funny I have essentially been repeating myself and wondering why you are misreading my posts, for example in your edit why did you use system_mem? I said agp memory. And if the IGP is capable of writing out to there is no reason it can't access any memory the CPU can.
Not at all. There are many ways to implement shadowvolumes. 3dmark03 generates them entirely through vertexshaders for example (including skinning). Another possibility is to extrude in object-space, so even if the CPU is generating the volumes, it will not need to do a transform.
And if you want transformed vertices, why would you read them over AGP? If it's faster to use the CPU to transform them, then do that.
Silhouette determination done in the GPU, thats interesting care to explain?
It's nice that you can copy some info from the SDK, but trust me, the resource was created in videomemory on the cards I tested with, the performance clearly indicates that.
So I don't really see your point in writing this stuff here anyway.
I wish I had a crystal ball can you sell me yours? I'm curious exactly how you determined exactly which kind of memory the buffer was placed in? Please enlighten me.
I think you need to do three things:
1) Get statistics on people owning an IGP, 3d card, or both.
2) Study ways to efficiently render shadows/skinned meshes.
3) Benchmark the speed of various things, like vertex-processing power of actual IGPs (see how slow software-emulation is, or how slow even real shaders can be, on a low budget), and resources in AGP-mem.
Then rethink your idea.
I think you need to reread the context i stated where one would use said technique which is inherently tied in to why I started cultivating the idea in the first place.
I think I need to stop responding to you since you essentially ignore anything i state.