On Sat, Nov 1, 2008 at 2:11 PM, Sebastian Sylvan <[EMAIL PROTECTED]> wrote: > On Sat, Nov 1, 2008 at 6:57 PM, T Willingham <[EMAIL PROTECTED]> >> >> The per-vertex computation is a quite complex time-dependent function >> applied to the given domain on each update. Yet even if it were >> simple, I would still first implement the formulas in Haskell and >> leave the optimization for later, if at all. > > I'd be very surprised to see a vertex transform that would be faster to > implement on the CPU than the GPU.
It appears you misunderstood "complex time-dependent function". This is quite a bit of Haskell code involving a significant amount of octonion algebra. It could, in principle, be put on the GPU, however that should be the very last step after everything else works. > There are various ways of writing out your vertex data too, so if it doesn't > change too often you can still do the transformation on the GPU, As I previously stated, it changes every frame. Take a highly complicated function and apply it to N vertices. Now increase N until the framerate is affected. That is where I am. It is obvious that any N-sized allocations will cause the framerate to stutter. This is not just theoretical: I *see* it as I increase N while it's running. This is the point of my initial email, the subject of which is memory efficiency. _______________________________________________ Haskell-Cafe mailing list Haskell-Cafe@haskell.org http://www.haskell.org/mailman/listinfo/haskell-cafe