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Thread: !!!OLD!!! ZGPU Documentation

  1. #11
    Wire Sofaking Hitman271's Avatar
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    Default Re: ZGPU Documentation

    Quote Originally Posted by Black Phoenix View Post
    there's opcode for angle between vectors
    Which would be?
    Quote Originally Posted by Anticept View Post
    This is not some place where you can toss your dick around and expect people to suck it.
    Community Gpu Thread. Post Yours!

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  2. #12
    That furred thing Black Phoenix's Avatar
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    Default Re: ZGPU Documentation

    Quote Originally Posted by Hitman271 View Post
    Which would be?
    Um. VDOT... but it lacks code ATM. Also I might want to add that VDOT is also your VLEN. It works the same way, silly.
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  3. #13
    Wire Sofaking Hitman271's Avatar
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    Default Re: ZGPU Documentation

    My bitching can now stop, until next week that is
    Last edited by Hitman271; 01-09-2009 at 03:34 PM.
    Quote Originally Posted by Anticept View Post
    This is not some place where you can toss your dick around and expect people to suck it.
    Community Gpu Thread. Post Yours!

    Bouncy Ball

  4. #14
    Wire Noob Jcd1230's Avatar
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    Default Re: ZGPU Documentation

    Nice guide.. too bad it makes NO sense to me whatsoever.
    I really need some personal help with some of this cpu stuff and all the gpu stuff.. Its way too complicated for people new to GPU (whether the guide is meant for them or not) when all the commands are just in a big list and not much is explained about them.

  5. #15
    That furred thing Black Phoenix's Avatar
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    Default Re: ZGPU Documentation

    Quote Originally Posted by Jcd1230 View Post
    Nice guide.. too bad it makes NO sense to me whatsoever.
    I really need some personal help with some of this cpu stuff and all the gpu stuff.. Its way too complicated for people new to GPU (whether the guide is meant for them or not) when all the commands are just in a big list and not much is explained about them.
    Because the commands really don't do anything more than drawing a rectangle etc
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  6. #16
    billywitchdoctor.com Schilcote's Avatar
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    Default Re: ZGPU Documentation

    Is the GPU designed to run on its own, or under the direction of a CPU?

  7. #17
    Wire Sofaking SatansSimon's Avatar
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    Default Re: ZGPU Documentation

    It runs on its own and can, so I think, do exact the same calculating as the CPU.

  8. #18
    Wire Noob aVoN's Avatar
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    Default Re: ZGPU Documentation

    Request: Get rid of the "wiregpu_rt_1.txt" to "wiregpu_rt_16.txt" rendertargets. Just use only ONE.

    I'm doing this that way and it works. I have coded a "base_panel" sent to render VGUI elements on it and I can use ONE rendertarget to for an unlimited amount of SENTs.


    The problem is, as more unecessary rendertargets you create/have as longer GMod needs to start up.
    Also the Wire GPU code is quite ineffectively coded: Calling functions more thane once in a heavily ran entity hook (paint/draw) is shit. Better call it once and allocate the value to a variable.

  9. #19
    That furred thing Black Phoenix's Avatar
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    Default Re: ZGPU Documentation

    Quote Originally Posted by aVoN View Post
    Request: Get rid of the "wiregpu_rt_1.txt" to "wiregpu_rt_16.txt" rendertargets. Just use only ONE.

    I'm doing this that way and it works. I have coded a "base_panel" sent to render VGUI elements on it and I can use ONE rendertarget to for an unlimited amount of SENTs.


    The problem is, as more unecessary rendertargets you create/have as longer GMod needs to start up.
    Also the Wire GPU code is quite ineffectively coded: Calling functions more thane once in a heavily ran entity hook (paint/draw) is shit. Better call it once and allocate the value to a variable.
    It has to use several rendertargets, because it's not redrawn each frame. If any other entity tries to use rendertarget, it will erase data from GPU's framebuffer. Some programs written draw image in several passes, which requires exclusive rendertarget. So no.

    Provide more specific pointers about second one (which variables you are referring to?), but in general it does save processing by not processing each frame (it draws once in 4 frames), and by not drawing when it doesn't have to (this should be specified by user in his program).

    Right now there's more lag from actual drawing than from the virtual machine, unless you're doing some excessive computations.
    I'm a wire-crazy person with a tail.

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  10. #20
    Wire Amateur LeonBlade's Avatar
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    Default Re: ZGPU Documentation

    How in the world do I get textures working?
    I looked at the code and I'm lost, none of the opcodes really load in anything...

    Some assistance?

    EDIT: I just noticed what's wrong with loading in textures...
    This normally occurs when there are two conflicting textures I believe, that's what it LOOKS like that is...
    Of course I don't know the real reason behind it...
    Last edited by LeonBlade; 05-05-2009 at 10:32 PM.
    Code:
    if (powerLevel > 9000) {
         print "IT'S OVER 9000!!!11";
    }
    Code:
    mov #status,1337

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