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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