latest 0.5 changes from Steven Baker, and fixed Windows MSVC compiling issues
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@@ -24,24 +24,10 @@ help with our debugging problems.
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something is amiss in shader-land.
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There are several possibilities - the nastiest of which might
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be that either:
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a) Your graphics card/driver doesn't support floating point
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textures. (This is pretty much 'Game Over' for you because
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without that, doing physics in the GPU is going to be
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virtually impossible).
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b) Your graphics card/driver doesn't support vertex shader
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textures (or it supports them but sets the maximum number
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to zero - which is the same thing). This means that we
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can't move things around using GPU textures - but we can
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still use the GPU to accellerate physics calculations.
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In practical game scenarios, I think the CPU needs to know
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where all the objects are - so this may not be the serious
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issue it sounds like. What it mostly does is to clobber
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the idea of running physics on particle system types of
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effect where a vast number of objects are involved but
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where individual objects have zero effect on game play.
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be that your graphics card/driver doesn't support floating point
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textures. (This is pretty much 'Game Over' for you because
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without that, doing physics in the GPU is going to be
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virtually impossible).
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3) Run without forces being applied:
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@@ -63,5 +49,15 @@ help with our debugging problems.
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This is the most likely scenario.
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4) Run without vertex texturing:
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GPU_physics_demo -v
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On hardware that doesn't support vertex texturing, this flag
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is turned on by default (and things run about 5x slower!)
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Use this flag to force the software to run without vertex
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texturing on hardware that does actually support it.
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You can use this flag in conjunction with any of the others.
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