latest 0.5 changes from Steven Baker, and fixed Windows MSVC compiling issues

This commit is contained in:
ejcoumans
2006-09-19 17:10:30 +00:00
parent eb6664f7c2
commit 4970e86100
12 changed files with 445 additions and 193 deletions

View File

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