Comments on: OpenGL Interpolation Qualifiers (GLSL) https://www.geeks3d.com/20130514/opengl-interpolation-qualifiers-glsl-tutorial/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 14:36:51 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: sfsdf https://www.geeks3d.com/20130514/opengl-interpolation-qualifiers-glsl-tutorial/#comment-29398 Thu, 16 May 2013 10:50:40 +0000 http://www.geeks3d.com/?p=8557#comment-29398 @Romain
Well said many software writers know too little about hardware implementation of algorithms.

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By: Romain https://www.geeks3d.com/20130514/opengl-interpolation-qualifiers-glsl-tutorial/#comment-29378 Thu, 16 May 2013 02:15:36 +0000 http://www.geeks3d.com/?p=8557#comment-29378 Flat saves you to put the same value 3x time at each vertex. So it saves you cost for memory update (no need to maintain all vertex but 1/3), if you want specific PER triangle it it may be/could be useful I think.

Now concerning the perspective correction, consider it as “free” in term of overhead for performance. The interpolator are specific HW unit with a fast multiply by inverse kind of calculation. Basically by shutting down the correction, you do NOT make it faster, you just skip the data path most likely. I would bet they actually have to ADD transistor to support such thing. (or do some tweak at the driver level ? I think it could be possible to mess up with the transform matrix to get this result (see the upper forum link))

Anyway, it is not like software where every new or more operation will cost you time. In HW you do a tradeoff with the transistor count to be able to have more calculation within the same timing bill and perspective correct is already included in this particular case… So I really do not get those specs.

I mean : PS1 level texturing ? 🙂

It was horrible, texturing were swingging around in racing games (think the road). Perspective correction is a huge plus that is already integrated. I do not really see any reason to disable it, even for 2D, it changes nothing to the transistor work/path.

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By: Sergey https://www.geeks3d.com/20130514/opengl-interpolation-qualifiers-glsl-tutorial/#comment-29348 Wed, 15 May 2013 06:48:53 +0000 http://www.geeks3d.com/?p=8557#comment-29348 >>>>
Nobody would benefit now in 3D to use non perspective (linear) interpolation…
<<<<
My guess if it is faster than perspective interpolation, then you can save a little bit using it in 2D rendering (full-screen quads, overlays, etc.)

Also I had some ideas where you can use 'flat', but right now I'm thinking if you can just use uniforms…

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By: Romain https://www.geeks3d.com/20130514/opengl-interpolation-qualifiers-glsl-tutorial/#comment-29340 Wed, 15 May 2013 02:37:39 +0000 http://www.geeks3d.com/?p=8557#comment-29340 What is the point of such spec ?

Perspective correction was not available before because of the cost in software rendering, or that it was poorly understood how to make it cheap in HW for real time.

Nobody would benefit now in 3D to use non perspective (linear) interpolation…

I feel it is like writing software rasterizer in the middle of the 90’s.

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By: Dmitri https://www.geeks3d.com/20130514/opengl-interpolation-qualifiers-glsl-tutorial/#comment-29338 Tue, 14 May 2013 19:41:50 +0000 http://www.geeks3d.com/?p=8557#comment-29338 > As you can see, the difference between noperspective and smooth is really small, only a sharp eye can see some subtle variations

I remember trying to find a way to do something similar (but not quite the same) in 2006, so I can easily spot the difference. 🙂

http://www.gamedev.net/topic/419296-skewedsheared-texture-mapping-in-opengl/

I ended up with a solution that used fixed pipeline, by figuring out a way to dynamically calculate the texture transformation matrix for any given input.

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