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"How the GPU works - part 3 (optimization!)"

7 Comments -

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Blogger Unknown said...

Hello, I am a member of the Ceske-Hry.cz game developer Czech- and Slovak-only community. I haven't found your email on this blog so I am putting it here. I'd like to ask you for a permission for translating your article "How the GPU works" into Czech language and publishing it on the Ceske-Hry.cz website with your approval. Thanks for your reply.

August 18, 2008 at 1:08 PM

Blogger Unknown said...

No problem, if you want there's a messenger applet embedded in the blog (up-left) that you can use to contact me on MSN.

I would reccomend you also to check out my newer GPU-vs-CPU article: http://c0de517e.blogspot.com/2008/07/gpu-versus-cpu.html

August 18, 2008 at 11:09 PM

Blogger DEADC0DE said...

ah, anyway if you want that someone that does not give away his email address to reply you, the best option is to include your email address in the message instead :)

August 18, 2008 at 11:14 PM

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February 17, 2009 at 9:19 PM

Blogger O Rapaz Invisível said...

Hey there. I've bumped into your blog while searching online about z-buffering. Mainly what I am curious about is what entity (or entities) can cause the effect known as "z-fighting" in the whole rendering process. Is it caused by wrong calculations inside the GPU? Is it caused by wrong modeling in an application (before stuff are even sent to the GPU)? Is it caused by the graphic card drivers? I'm a totally n00b in this matter but I'm curious about this particular effect (I want to know if it indicates a hardware defect in a graphics card) so i thought maybe you could help shed some light on this :) Thanks a lot in advance!

April 24, 2009 at 7:46 AM

Blogger DEADC0DE said...

the invisible boy: it's not a sign of defective graphic cards... http://en.wikipedia.org/wiki/Z-fighting

April 24, 2009 at 1:23 PM

Blogger Unknown said...

Answer for "The Invisible Boy" about z-fighting:
Your camera has a near and far plane, also known as view frustum. This distance between near and far plane is represented by your z-buffer and has a certain precision, e.g. 16Bit. Depending on the distance of near and far plane and the precision of your z-Buffer, it can happen that 2 or more triangles share the same z-Buffer value, which causes that flickering / noisy rasterization. To prevent that you can decrease the frustrum or increase z-Buffer precision, e.g. from 16Bit to 32Bit.

August 17, 2016 at 7:28 AM

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