From 8505560ec12b96a3bcc9369352bf85faf3b9698c Mon Sep 17 00:00:00 2001 From: Adrian Kummerlaender Date: Sat, 13 Apr 2019 01:08:15 +0200 Subject: Add compustream update This works out nicely -- the only thing still missing is an archive and maybe filtering support. --- .../2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md | 9 +++++++++ 1 file changed, 9 insertions(+) create mode 100644 source/00_content/commits/compustream/2019_02_25_22_08_84666523e9a278ac95ca43dbaa534e8aaaf3ebd2.md 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. + + -- cgit v1.2.3