On 11/6/07, zhulian <[EMAIL PROTECTED]> wrote:
>
>
> ---------------------------------------------------------------------------
> readback "channel1" GL_DEPTH_COMPONENT/GL_FLOAT [1272 766]: 44MPix/sec (
> 20.7741ms, 48.1368FPS)
> assemble "channel1" GL_DEPTH_COMPONENT/GL_FLOAT [1272 766]: 0MPix/sec (
> 1599.82ms, 0.625069FPS)
>
> ---------------------------------------------------------------------------
> But the graphic driver of my computer is up-to-date.
>

So  writing depth pixels on your hardware/driver combination is really
slow.  If you can't get a better ATI driver, we can find a workaround in
software (more below).


[...]

> Should I replace glDrawPixels with opengl extension
> "GL_EXT_packed_depth_stencil" ?
>

That wouldn't work, because using this extension bypasses the stencil test
(see spec), and the stencil test is used here in order to determine the
front-most color pixel.

Another way of doing the same thing is using a texture to hold the depth
values together with a shader which reads the depth value from the texture
and uses it as this fragment's depth value. The texture download should be
much faster.

I started prototyping this in eqPixelBench some time ago, but haven't found
the time to finish. I'll send you a patch offline in case you want to finish
it.


Cheers,

Stefan.
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