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Thread: !!!OLD!!! ZGPU Documentation

  1. #21
    Wire Noob Atom95's Avatar
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    Default Re: ZGPU Documentation

    Will you please explain how to work with textures?
    Should I use DBINDTEXTURE to set texture to a 2d polygon?
    How should I set texture's path?

    Code:
    string texture,'myfolder/megatexture'
    right?

  2. #22
    Wire Noob Jcd1230's Avatar
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    Default Re: ZGPU Documentation

    Great Documentation. Just a few days ago i finished the CPU documentation and now i'm fairly good with GPU as well. The only problem i'm having is I cant figure out how to use the DENTRYPOINT to get something to run when I 'use' the screen (entrypoint 2). If anyone could help me I'd very much appreciate it.

    EDIT: BP Told me that it hasnt been added to GPU yet.
    Last edited by Jcd1230; 10-09-2009 at 03:54 PM.

  3. #23
    Wire Noob Gman905's Avatar
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    Default Re: ZGPU Documentation

    ehh.. khm.. sorry for maybe stupid question, but still.. I CANT GET IT WORK WITH E2 WIRELINK!

    I can write to GPU cells with " GPU[Offcet]=N " BUT i can't read any cell with " N=GPU[Offcet] "
    I can write to GPU cells using Data Port and writing " in eax,0; " but can't get any value from GPU through it (tried: " out 0,eax " ; " out port0,eax " ; " out #port0,eax " ; " mov 63488,eax " ; " mov #63488,eax ")

    And nothing of this works... am i doing something wrong?? =/

  4. #24
    Ursus maritimus Drunkie's Avatar
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    Default Re: ZGPU Documentation

    The GPU does NOT output anything. It's not supposed to.
    It will not output to a dataport.

    You can read cells using wirelink though:
    Code:
    @inputs GPU:wirelink
    @outputs N
    interval(10)
    N = GPU[Register]
    I think I read somewhere that registers are reset every frame though...
    Also, why would you need to read from it, whats your purpose?
    What register are you trying to read?

  5. #25
    Wire Noob Gman905's Avatar
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    Default Re: ZGPU Documentation

    Oh.. didnt seen that.. anyways, thanks alot, now I got it..

    BUT=// what I raeally needed was just to output cursor position from it!! SO.. I CAN'T?? O_o

    yeah and one more question: can I somehow show on gpu about.. lets say 5000 lines (I mean dline)? .. and can i then move say 4000 of them "up" without lags? of cause i understand that i need to redraw onli then really needed and have optimized code.. just can it be done or not, from your GPU experience?
    Last edited by Gman905; 04-16-2010 at 01:19 PM.

  6. #26
    That furred thing Black Phoenix's Avatar
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    Default Re: ZGPU Documentation

    Yes. It is entirely possible, except you will need some unusual ideas for this.
    You will have to store pointers to all lines (every line is a separate string), and then only draw lines which fall on screen (you check this by comparing indexes, I can explain a bit more on request).

    This means you only draw 30 out of 4000, and you can determine what line is located in every coordinate on screen. You can also make so it's drawn only once, or redrawn only when you scroll it.
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  7. #27
    Wire Amateur Matteo2343's Avatar
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    Default Re: ZGPU Documentation

    I see "ARRAY[X] - Array of elements with type X" with no detail or documentation on it. Could someone explain how to use it or a link to some documentation?

  8. #28
    Lifetime Supporter Nikita's Avatar
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    Default Re: ZGPU Documentation

    Out of curiosity, has anyone tested how much a GPU can handle without serious clientside lag? For example, can it handle a million 3d rectangles? Can it play a 128x128 video at 20 fps after it is stored in memory?

    Also, is the texture opcode supposed to load an existing .vmt?
    ... I have a feeling I've asked about this before but what should I do if I wanted a polygon's texture to be some digital image stored in a memory gate? Since there is no "material from screen" like in EGP, the only option would be to subdivide each polygon to match the resolution of the image/portion of that image?

    PS: there are a few "FIX ME"s in the GPU code, like support for object's color in 3d. Curently it only applies lights and assumes the object to be white. Are you going to fix all those things some day?
    Last edited by Nikita; 11-21-2010 at 01:08 PM.

  9. #29
    No u Divran's Avatar
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    Default Re: ZGPU Documentation

    Quote Originally Posted by Nikita View Post
    Since there is no "material from screen" like in EGP
    Just FYI, Niether me nor Goluch has been able to get that working.. Either Garry broke it, or I'm doing something wrong.
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  10. #30
    Ursus maritimus Drunkie's Avatar
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    Default Re: ZGPU Documentation

    Quote Originally Posted by Nikita View Post
    Out of curiosity, has anyone tested how much a GPU can handle without serious clientside lag?
    128 polygons per frame at 30 fps. (Tested with 3D rendering)

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