1 / 8

Atila OGL library

Atila OGL library. “T&L emulated via Vertex Shaders”. News in Atila OGL Library. GLState updated Shaders have fully access to “light” GL state (including derivative vectors): LIGHTPROD, HALF, etc. New default Lighting shaders (OpenGL default) Assumes 1 light enabled (GL_LIGHT0)

nasia
Download Presentation

Atila OGL library

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Atila OGL library “T&L emulated via Vertex Shaders”

  2. News in Atila OGL Library • GLState updated • Shaders have fully access to “light” GL state (including derivative vectors): • LIGHTPROD, HALF, etc. • New default Lighting shaders (OpenGL default) • Assumes 1 light enabled (GL_LIGHT0) • A simple ambient, specular, and diffuse infinite lighting computation with a single light and an eye-space normal • Spaceship demo works  • About 26000 vertexes (GL_TRIANGLES) • 110 millions of cicles per frame • 23 minutes per frame (fargas)

  3. Comparative Lighting Shader ARBVP NVIDIA GeForce FX 5900XT ATI Radeon 9600 See next slide Atila GPU

  4. Problems in ATI Radeon 9600 • Shader used is the default for this configuration (emulates default T&L): • GL_LIGHTING and GL_LIGHT0 enabled • Should produce same results than T&L • If the shader is ommited, (use T&L directly) • Same result than Atila and Nvidia 5900 • If the shader is used directly • Result shown in previous slide  • We do not know why…

  5. Minor improvements in Atila GLLib • Internal buffers are dynamic • No buffer underrun or limit in the number of vertices • Some bugs fixes • Full support for light state • Updates and queries • GLContext fully documented

  6. Sphere demo • Using standard lightmodel (same as spaceship demo) • 1 light (GL_LIGHT0) • Fully GL API • No hardcoded code within library

  7. “Rosquillas” demo • Using user shader • Z-test working • Fully GL API: No hardcoded code within library

  8. To do • Creation of shaders on the fly to support the differents T&L fixed functions • Great source of documentation: “Fixed function pipeline using vertex programs “ • http://www.idi.ntnu.no/grupper/su/sif8094-reports/2002/p10.pdf • Implement more calls in Atila OGL Library • Implement a partial GLSL compiler • Many demos using this interface

More Related