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

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Presentation on theme: "Atila OGL library “T&L emulated via Vertex Shaders”"— 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 ATI Radeon 9600 Atila GPU NVIDIA GeForce FX 5900XT Comparative Lighting Shader ARBVP See next slide

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 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


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