cool man thanks, explains everything!

Cheers,

Memo Akten

mob: 44 7958 783 832
blog: www.memo.tv
work: www.msavisuals.com


        
MSA Visuals Ltd.
Unit 107 Netil Studios
1-7 Westgate St.
London E8 3RL, UK
+44 20 8123 9986
www.msavisuals.com

On 18 Oct 2010, at 20:25, vade wrote:

> Yea, you can specify NSOpenGLPixelFomatAttributes that declare no software 
> fallback, and you can also open OpenGL Profiler, launch QC, and set a 
> breakpoint on a SW fallback change, (form accelerated to software), you will 
> see something like:
> 
>       kCGLCPGPUFragmentProcessing:  GL_FALSE
>       kCGLCPGPUVertexProcessing:  GL_FALSE
> 
> (both fragment operations and vertex operations can individually fall back to 
> software, so you can see combinations of either kCGLCPGPUFragmentProcessing 
> being true, and kCGLCPGPUVertexProcessing not, or vice versa, depending on 
> what hardware you are on and what functionality you are using.
> 
> For example, adding a vec3 noise = noise3D(1.0); in to the default vertex 
> shader for the GLSL Shader macro patch, I immediately get:
> 
>       kCGLCPGPUFragmentProcessing:  GL_TRUE
>       kCGLCPGPUVertexProcessing:  GL_FALSE
> 
> You can allow software fallback in your pixel format by *ommiting* 
> 
> NSOpenGLPFANoRecovery
> A Boolean attribute. If present, this attribute indicates that OpenGL’s 
> failure recovery mechanisms are disabled. Normally, if an accelerated 
> renderer fails due to lack of resources, OpenGL automatically switches to 
> another renderer. This attribute disables these features so that rendering is 
> always performed by the chosen renderer. This attribute is not generally 
> useful.
> Available in Mac OS X v10.0 and later.
> 
> 
> 
> On Oct 18, 2010, at 2:57 PM, Mehmet Akten wrote:
> 
>> thx for the info. Why don't they implement it if it's declared? Annoying. 
>> 
>> If it's the gl drivers which do the software fallback, should that not work 
>> in my c code too? I'm just doing basic straightforward C OpenGL. Does QC do 
>> something to enable the software fallback? Is it related to the gl context 
>> creation? (sorry if this is drifting off-list)
>> 
>> Cheers,
>> 
>> Memo Akten
>> 
>> mob: 44 7958 783 832
>> blog: www.memo.tv
>> work: www.msavisuals.com
>> 
>> 
>>      
>> MSA Visuals Ltd.
>> Unit 107 Netil Studios
>> 1-7 Westgate St.
>> London E8 3RL, UK
>> +44 20 8123 9986
>> www.msavisuals.com
>> 
>> On 18 Oct 2010, at 19:02, vade wrote:
>> 
>>> Yes, no modern GPUs support noise () in any dimensionality, and it does 
>>> indeed fallback to software. This happens in the GL drivers, not 
>>> specifically QC.
>>> 
>>> On Oct 18, 2010, at 1:45 PM, Mehmet Akten wrote:
>>> 
>>>> I've been going crazy debugging a c++ app in which I use noise3 in a frag 
>>>> shader, and I just get black. My googling has led to the conclusion that 
>>>> NVidia doesn't implement noise3 ... but it works in QC! Does QC have some 
>>>> kind of software fallback for some functions like noise? That sounds too 
>>>> crazy to be true, anyone know about that?
>>>> 
>>>> This is on lastest macbook pro with 10.6.4 + 330m btw
>>>> 
>>>> Cheers,
>>>> 
>>>> Memo Akten
>>>> 
>>>> mob: 44 7958 783 832
>>>> blog: www.memo.tv
>>>> work: www.msavisuals.com
>>>> 
>>>> 
>>>>    
>>>> MSA Visuals Ltd.
>>>> Unit 107 Netil Studios
>>>> 1-7 Westgate St.
>>>> London E8 3RL, UK
>>>> +44 20 8123 9986
>>>> www.msavisuals.com
>>>> 
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> 

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