LWJGL water shader demo.

Oops, I don’t think it was happy with my desktop setup, it ran in the lower left corner of a frame that spanned both my monitors. I assume your demo was dedicated fullscreen? If anyone else runs a nvidia card dual screen on linux, I’d love to know how did you set up you X11 conf file…

Nice effect man, looks really good.

Mac OS X, Java 1.6.0_13:


DATA BUFFER INT DETECTED INSTEAD OF BYTE!!!! 
jar:http://users.on.net/~bobjob/demo3.jar!/objViewer/water512.jpg 
java.nio.BufferOverflowException 
	at java.nio.DirectByteBuffer.put(DirectByteBuffer.java:335) 
	at java.nio.ByteBuffer.put(ByteBuffer.java:812) 
	at game.loader.image.TextureLoader.loadImage(TextureLoader.java:304) 
	at game.loader.image.TextureLoader.loadImage(TextureLoader.java:359) 
	at game.loader.image.TextureLoader.load(TextureLoader.java:141) 
	at game.loader.image.TextureLoader.loadTexture2D(TextureLoader.java:52) 
	at game.loader.image.Texture.loadTexture(Texture.java:133) 
	at game.loader.image.Texture.loadTexture(Texture.java:74) 
	at game.loader.image.Texture.loadTexture(Texture.java:121) 
	at game.loader.image.Texture.loadTexture(Texture.java:50) 
	at basicWater.MainGUI.loadResources(MainGUI.java:127) 
	at basicWater.MainGUI.<init>(MainGUI.java:43) 
	at basicWater.MainGUI.main(MainGUI.java:36) 

Macs JRE default behaviour seems to store load images in Integers rather than 4 Bytes. I have tried to fix the problem hopefully it works now.

In XP 32bit i’m getting ~3000fps on a Q6600 with sli 8800gtx; though presumably it isn’t using both cards.

:edit:

hang on i’ll try forcing sli on to see if it makes a difference…

:edit:

Nope, no difference - except SFR mode that caused it to limit @ ~600fps.

Ok, enough willy waggling ::slight_smile:

I tweeked the program a bit, so there is a decent performance increase.

Sorry to say if you run the program now, yours stats wont be a proper comparison to the other results previous to this post. Just thought Id give you a heads up.

74fps on my Acer Aspire One!

Tbh i’m surprised it even ran; for a moment I thought it hadn’t, as the window was full of garbage for a few seconds while it was loading.
What looked like the residual contents of either the screen buffer or some textures in vram.
You might want to put an explicit clear in there somewhere, to accomodate shoddy Intel ogl drivers (GMA 945)

Interestingly, vsync did not function correctly, when eneabled the fps was fluctuating at ~61-62fps.
Can’t think of an explanation for that behaviour =/

its possible the video card doesnt support vsync in window mode, ands its falling back on the timer sync method.
edit: Or your desktop frequency is higher than 60hz

Just used GMABooster to up the clock of my graphics chipset to 400mhz (it’s underclocked in the AA1 to reduce battery drain & heat output).

In this synthetic test it boosted the fps to ~104fps!
Definitely a gpu-limited test =)

It works now, and looks extremely good :slight_smile:

sweeeeeeeet!
Iv seen that error before and im so glad i actually found a way to get rid of it.

3.000 FPS steady @ 9800GX2 (only using one gfx card), E8400@3.6Ghz, 8GB ram, Raptor HDD and Vista home basic

Minimum Requirements? Cause it crashed on startup at my office pc (pentium 4@2,6GHz, GF4 TI 4200)

I guess the graphicscard is way to old. Will try out at my home pc.

OOPS! it may be that I updated my engine, and not the attached demoes. shouldnt be getting a np exception.

only problem is interenet is down at home switching ISP. ill fix it asap.

just like the one above, crashed at the startup
it said in a new modal window “Error 101: java.lang.nullPointerException”

it didnt even show the java icon down right (so i suppose it didnt even start the JVM???)

Old version was:

The new version runs just a hair shy of 3800fps. Nice improvement!