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author | Adrian Kummerlaender | 2019-04-13 01:08:15 +0200 |
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committer | Adrian Kummerlaender | 2019-04-13 01:08:15 +0200 |
commit | 8505560ec12b96a3bcc9369352bf85faf3b9698c (patch) | |
tree | acaa46e58fe4daf24a5abc0343de1e1c06204908 /source/00_content | |
parent | 6e5e71882d9d9969e0ffe3013e656cac8fa4f115 (diff) | |
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Add compustream update
This works out nicely -- the only thing still missing is an archive and maybe filtering support.
Diffstat (limited to 'source/00_content')
-rw-r--r-- | source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md b/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md new file mode 100644 index 0000000..2ab7c03 --- /dev/null +++ b/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md @@ -0,0 +1,9 @@ +# Compustream performance improvements and interactive wall drawing + +I found some time to further develop my GLSL compute shader based interactive LBM fluid simulation previously described in [_Fun with compute shaders and fluid dynamics_](https://blog.kummerlaender.eu/article/fun_with_compute_shaders_and_fluid_dynamics). Not only is it now possible to interactively draw bounce back walls into the running simulation but performance was greatly improved by one tiny line: + + glfwSwapInterval(0); + +If this function is not called during GLFW window initialization the whole rendering loop is capped to 60 FPS -- including compute shader dispatching. This embarrassing oversight on my part caused the simulation to run way slower than possible. + +<video controls="" preload="metadata" loop="true" style="max-width:100%" poster="https://static.kummerlaender.eu/media/compustream_with_walls.poster.jpg"><source src="https://static.kummerlaender.eu/media/compustream_with_walls.mp4" type="video/mp4"/></video> |