World: r3wp
[!REBOL3]
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Carl 16-Jul-2010 [3732] | Currently, I think for sizing we must define and document it. To me, there is no perfect answer, but perhaps just doing a simple round is best, as long as everyone knows that rule. |
Maxim 16-Jul-2010 [3733] | yes, but for the dimension aspect, specifically the largest accumulated edge, for example may accumulate errors. when people start Adding up values and then multiplying them... I've had my share of headaches in 3D with this. |
Carl 16-Jul-2010 [3734] | Advanced coders who are using more complicated algorithms must make adjustments anyway, so they can force the ceiling if needed. |
Ladislav 16-Jul-2010 [3735] | But, yes, rounding is continuos where it matters the most and discontinuous where it matters the least |
Maxim 16-Jul-2010 [3736x2] | if I'm forced to use rounding on the rebol side very often, I think I'd rather have a tiny overhead in the native datatype that tries to stay integer until a result forces it. exactly like integer math which returns decimals when it must: >> 4 / 2 == 2 >> 4 / 2.0 == 2.0 >> |
and a new float-pair! datatype is complicated to support in addition to an integer pair? | |
Carl 16-Jul-2010 [3738] | Not really worth it. Would create even more problems. |
Maxim 16-Jul-2010 [3739x2] | it would really be nice if the datatype had a little state which allowed it to be integer or float and call appropriate math based on this... but I have no idea how this math is managed internally, so cannot easily grasp how complex or how this would affect speed. |
it might also complicate the extension part of things I guess. | |
Steeve 16-Jul-2010 [3741] | clearly |
Gregg 16-Jul-2010 [3742] | perhaps just doing a simple round is best, as long as everyone knows that rule. That sounds good to me. The ky point being that we know the rules. Simple ROUND may not be the best choice for graphics, but I'll defer to those with more experience in that area. |
Gabriele 17-Jul-2010 [3743] | IMHO, there are two options: 1) require "integral" values (as Ladislav says) for certain things like make image! etc., producing an error when they are not, and let the user use ROUND; 2) always use floor or ceil or even round, but make sure people know (ie docs). |
Ladislav 17-Jul-2010 [3744] | The ROUND option looks to have prevailed |
Carl 17-Jul-2010 [3745x4] | Update: The go.r test code is now running properly in A101 with the fully converted PAIR datatype and changes to the AGG API to accept both pairs and gobs using float values. It turns out that because AGG wants floats for most spatial values anyway, the PAIR change makes the code smaller and faster. Certainly more can be done to minimize the interface to AGG now (removing the double trampoline within the API) but that's a project for Cyphre when he returns from the islands ;) |
In addition, I should note that all functions that require integral PAIR! fields now perform an internal round to "snap" them to nearest integers. This applies not just to things like image size specs, but also to values like image pixel index pairs (something we support, but not often done, AFAIK) | |
The biggest issue in this PAIR change is that of comparison... such as in equality and zero tests. I plan to make the same rules apply as those for DECIMAL! -- but this will require more design work. | |
For example, a pair may have a value that is *almost* zero, but not *really* zero. "You know the drill." | |
Steeve 17-Jul-2010 [3749] | Thanks Carl. Though for AGG, I don't expect a lot (in term of speed gain). IMHO, the main overhead comes from the involved arithmetic using floating point decimals. Matrix computations are costly with floating numbers. But The final rasterization uses fixed point decimals and floats could have been avoided, i guess. So maybe there is a major room improvement here. |
BrianH 17-Jul-2010 [3750] | Round half up, round half out, round half even, or round half odd? |
shadwolf 17-Jul-2010 [3751x3] | Carl you have a point there ... pair! are used mostly related to VID .... and as pairs in fact represents a pixel matrix you have dot something numbers |
CARL ONE ASK CAN AGG BE MERGED WITH AMD/ATI OPEN CL Technology ? ( some thing like a background application that would detect what hardware you have and use multi hardware CPUs GPUs to run those expensive task. Once again what in rebol can be an very expensive task .... answer a state of art webbrowser rendering engine with flash silverlight support.... IF we can bring rebol to that state i think no one will look at it as a toy ... then the question is way doing a webbrowser in rebol ? REply is because i love rebol :). But on a ground level if you want to enter in competition with the other languages and prove the interrest of the rebol method then you have to be able to do what the others can do ) This open CL adition can too benefits non graphical applications i don't know how but why not saying look rbeol is not dead it's the futur and as the futur it provides the best way to use the futurs technology. And that's a field none of hte interpreted languages now in day have done ... | |
one last request i'm almost blind can someone make this font bigger thank you ... | |
Graham 17-Jul-2010 [3754] | Shadwolf, Little Red Riding Hood remarked that the grandmother's eyes were very big! |
shadwolf 17-Jul-2010 [3755x3] | Steeve Matrix are costly in computations only if you do it with a CPU not designed on purpose to do those kind of tasks.... But with a GPU it's EASY CAKE ...Question is can we be hardware ignorant or not ? |
Grahma hum ... getoff the didguise you pervert !!! | |
(the font is so small i don't see what i'm writing and my glass are just renewed ... the Font 6px SUX .... | |
Graham 17-Jul-2010 [3758] | You can print to html and then enlarge it there |
shadwolf 17-Jul-2010 [3759x4] | graham i can use a software grow lens too .... BUT the better way is to have the font in 14 px like in any civilised software :) |
problem is i'm not sure rebol 2.3.2.15 from decembre 2005 is the best rebol VM for altme ... 2005 .... TWO THOUSAND AND FIVE !!! | |
since then a lot have been done altme could use a agg rendering method insteas of a VID face concatenation etc... | |
the thing i love in viva-rebol.r is that you can grow and skrink the texts at light speed | |
Graham 17-Jul-2010 [3763] | viva-rebol.r is a R2 project isn't it? |
shadwolf 17-Jul-2010 [3764x2] | when you have a rebol 2005 below alte me the message is ---> ALTME wasn't enhanced since at least 5 years i'm a very buzy man and anyway i don't give a damn if people use it or not ... |
graham yes but viva-rebol would be such a nice kid with his brand new open CL powers :) | |
Graham 17-Jul-2010 [3766x2] | Altme has been enhanced a few times recently |
Are you using an old version?? | |
shadwolf 17-Jul-2010 [3768x5] | no ... but it's still microcopic font size good if you have 10/10 on both eyes bad if you have -7,25 /10 an -6,75/10 on both eyes |
CARL what about -12.244x-12.21 matrix don't negative floating numbers deserves their own pair! too ? ( if we are loosin time in stupidity why not playing to game to the core ?) | |
i see what a pixel is i don't see what half a pixel could be ... and the reason is be able to see those half pixels i would need a screen that can display when and eyes that can render them to my brain wich will never ever be the case in this life ... So personnally Carl i wouldn't be sad is matrix are rounded. | |
CPU are not feated with matrix computations because the industry decided that matrix area was such a big thing that they needed a spécific library and a specific hadware extensivly optimised to perform those computations. and so the GPU accellerated enhanced for opengl and DirectX is born.... Now in day the industry use most likely the DirectX because well 90% of the personal computers are windows and that 100% of them support DX so 100% of the sold PC games are done that way... And that allow to cut cost when another company like unreal tech for example make a game engine you buy it and you save alot of time and monney the only thing you will have to do then is to create the specific IHM for your game and all the visual /audio content. then your project time spent is shorted by 2 or 3 years... | |
since unreal shows you can do blasting High definition photorealistic close to the perfection 3d real time rendering engine with DirectX then the other will say ok we need our own DX engine cause DX is the only one able to do this ... Then you have the GPU founders that will say ok since the game industry wants and need DX then we will enclose in our harware GPU alot of optimisations for DX ... or even the next DX version noone use now in day .. buuuuut we will be ready ! | |
BrianH 17-Jul-2010 [3773x3] | AGG is not the best place to put OpenCL support. OpenCL is not very useful for accelerating graphics, and that is what AGG would need. A standalone OpenCL dialect would be more useful. Graphics acceleration uses other APIs, like OpenGL or Direct2D. AGG isn't 3D, so using OpenGL or Direct3D would be equivalent to reimplementing Direct2D on platforms that don't support it. |
If the standalone OpenCL dialect was also translatable to CUDA it would be even better :) | |
Or maybe DirectCompute on Win7/Vista. | |
shadwolf 17-Jul-2010 [3776] | Brianh hum actually when i we display things using agg the cu is used only and if we want to do extensive computing visual effects like zoom spining things etc ... hten the cpu will be extensively used ... and since rebol doesn"t take advantage of multi CPU or CPU <- to ->GPU communication then the extensive computation loops are not enhanced. Problem is now in day NVIDIA is so expensiv no one buy it 10 ATi cards are sold for 1 nvidia card and in a very near future AMD CPU will be mixed with ATI GPU into a single chip (APU fusion). This is the tendency of the computing area so if you have to support 1 paralelle design i would go for the AMD /ATI couple instead of betting on a close to death horse... |
BrianH 17-Jul-2010 [3777] | As for seeing a partial pixel, the writer of AGG demonstrated (in an unrelated post) using anti-aliasing to do 1/256 horizontal pixel positioning. |
shadwolf 17-Jul-2010 [3778] | but yes brianh you got the point when you relay on hardware then you have to choose what technology you support i know rebol main target is to be hardware / OS / driver abstracted .. but then you have a toy language anyone laught about that can't bring anyway the same thing on every OS computer a part some very basic features like networking, encryption etc... |
BrianH 17-Jul-2010 [3779x2] | The semantics for a GPGPU dialect in REBOL would likely be pretty high-level, and could be translatable to different GPUs by using different compiler backends. It's not necessarily a good idea to bet it all on one horse when you can support them all just by being a bit general. We wouldn't have to do major tweaking for a specific GPU architecture, since the level of speedup would be great for even a half-assed translation. |
It's not a toy language, it's a high-level language. The compiler would handle the details. That is like calling C a toy language. | |
shadwolf 17-Jul-2010 [3781] | BrianH probleme is rebol doesn"t tends to relay on a spécific thing or another it's phylosophy is to be an easy way to do easyly easy things ... when you want to get your self out of that scope you are facing hella difficulties why should i code 99% of a project in C and then do a dialect to do the last 1% of rebol action code |
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