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Diffstat (limited to 'source/00_content/commits/compustream')
-rw-r--r-- | source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md | 9 |
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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 deleted file mode 100644 index 2ab7c03..0000000 --- a/source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md +++ /dev/null @@ -1,9 +0,0 @@ -# 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> |