On Thu, Apr 8, 2010 at 8:07 PM, Christopher Wright <
[email protected]> wrote:

> > Is there a particular reason why using the example GLSL Vertex Shader
> (10.5 Developer Examples), fps severely drops when attempting to shade
> objects that are being rendered in a GL wireframe or GL Point mode (I've
> tested this with stock Apple code as well as two common 3rd party plugins)?
> Is the processing hit a bug or leak, or totally expected? Vertex shading
> seems especially pricey in QC.
>
> Line drawing isn't particularly well-optimized in gl these days (you can
> test rendering wireframes without vertex shading at all, and see a
> performance hit on even the newest of cards, despite touching very few
> pixels at all).  Points typically aren't too slow, but they can have other
> quirks.  Sometimes, mismatched modes (front faces are filled, back faces are
> wireframe, or the opposite) will incur an even bigger hit (perhaps because
> the GPU has to potentially switch modes for every triangle?)
>

That makes sense, and I've noted that before.


>
> Vertex and Fragment shading in QC don't really do much massaging, and it's
> render-mode agnostic (it doesn't know or care if you're rendering points,
> lines, filled polys, etc), so there shouldn't be any performance
> inconsistencies there -- if you find a composition where that's not the
> case, I'd be interested to know about it (it's possible that vertex shading
> is taking place in software, which would of course provide a nice
> performance hit -- QC has no control over that).  Make sure you're not
> running in Software GL mode, just in case ;)
>

What I note is that lines and points have worse performance than filled
polys. That's where I note the big discrepancy.


>
> If it was a leak, it'd show up in Instruments and you'd eventually crash.
>

This has definitely happened, but I haven't looked at it in Instruments.


>
> When you say "vertex shading seems especially pricey in QC", what are you
> comparing it to?
>

Sorry, I'm not comparing it to another engine, what I'm comparing it to is
filled polygons, vs. vertex shading either lines or points. I could have
phrased that more articulately. I think you are probably right on about the
fact that lines aren't optimized.

However, if I was to use Kineme3D and a Noise deformer, along with a
wireframe mode, I would likely get WAY better performance than using GLSL
Vertex Shading to get my "wiggle", so it couldn't just be the wireframe/line
mode that is the issue. That, and occasional crashes with Vertex shading,
have made me wonder if there is a bug somewhere.

-George Toledo
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