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  • Re: RenderToTarget surprisingly slow... any ideas?

    Hello, Thanks for the info. Does that means that this needs to run on 2 different threads? When I look at the timings, it doesn't seem like the read out is long, I am only reading ONE pixel (mipmap level 1x1) each time, and all goes very fast when I don't use BeginScene /EndScene, so even though i find the idea ...
    Posted to Direct3D (Forum) by WiizzZZ on 7/16/2009
  • Re: RenderToTarget surprisingly slow... any ideas?

    Hi, Thanks for the suggestions... I see the idea of multiple render targets, I'm just not sure how I do that. As for larger target, I don't think that would work because one of the 'tricks' here is to use the MIPMAPlevel 1x1 to get the average, so that would not work if I put multiple renders on one target. So, about ...
    Posted to Direct3D (Forum) by WiizzZZ on 7/11/2009
  • RenderToTarget surprisingly slow... any ideas?

    Hello, I'm working on a GPGPU routine to do cluster analysis on images. I have a set of 1024 images, that are 256x256 max, and I wanted to use the GPU to calculate the Euclidian distances between the images (by calculating intensity difference at each point, and do the sum of squares of those to get a distance for each pair of ...
    Posted to Direct3D (Forum) by WiizzZZ on 7/10/2009
  • Alternative to CreateOffscreenPlainSurface to read out from a RenderTarget surface/texture?

    I'm writing an app in XNA/C# where I need to process Data with the GPU. I put my data into a R32F texture since the data is a float[]. I then create a Surface with a Usage.RenderTarget, and a RenderToSurface. I render a Sprite of the Texture, and I have a shader that processes each pixel. All work well so far... I then need ...
    Posted to Direct3D (Forum) by WiizzZZ on 6/23/2009
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