![]() ![]() ![]() But z values are linear in screen space (see here). There is more precision close to the camera (or eye) and less precision far from the eye. In a perspective projection, the z buffer value is non-linear in eye space: in short, depth values are proportional to the reciprocal of the z value is eye space (see here). vec4 sceneTexel = texture2D(sceneSampler, uv) Here is the GLSL source code of this post processing shader: On the left part, you see the linearized depth buffer values (see the function LinearizeDepth()) while on the right part you see the values from a direct depth buffer reading (these values are non-linear – more explanations below). Geexlab-demopack-gl-21/d44-depth-buffer/main.xml file.ĭepth buffer (or z buffer) visualization is implemented with a post processing filter (see details in the demo source code). Unzip the demopack archive, and load (drag and drop) in GeeXLab the The demo is available in the GeeXLab OpenGL 2.1 demopack: Here is a demo that shows how to visualize the depth buffer in GLSL with GeeXLab. ! updated: ZoomGPU 1.37.This post can be seen as a reply to this thread. ! updated: ZoomGPU 1.37.2 (GPU monitoring library) ! updated: ZoomGPU 1.37.3 (GPU monitoring library) + added support of AMD Radeon RX 7600M XT, ! updated: ZoomGPU 1.37.4 (GPU monitoring library) + added support of NVIDIA GeForce RTX 4060 Ti. ![]() It displays essential GPU information like clock speeds, temperatures, usage, power consumption, and so on.įor a modern and improved version, try GPU Shark 2: ![]() If you appreciate Geeks3D's free softwares and wish to support their development, feel free to make a donation.ĭESCRIPTION: GPU Shark is a tiny GPU monitoring utility for NVIDIA GeForce and AMD Radeon graphics cards on Windows platform. ![]()
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