Hi Steve,
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Are the cubes really solidly green or are they shades of green/blue/cyan?
They are shaded - no problems here.
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We don't understand why the vertex shader coide doesn't work under Windows - that's a very bizarre thing that certainly slows the demo down somewhat.
This is not a big issue on my opinion, for the moment - maybe
this could be useful later when tuning the code for faster execution.
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One possibility is that you have set the nVidia control panel (I'm not entirely sure how this works under Windows) such that the system's buffer swap is locked to the video vertical retrace signal.
Right! you are a genius of remote debugging!

In fact I forced the
vertical retrace = off, which was in 'Controlled by application' mode, and
now the performance is 30x faster!
Well, the now result is 0.5ms for 'other' stuff and less than 0.5 ms for
collision, on average.
BTW: Funny how the performance is still slow for few tenth of
seconds at the beginning, then it runs at full speed. Is this normal?
I'd like to install updated Nvidia drivers, to see if these glitches
may change, but I see that latest updates of the mobile (GO series)
drivers are not so up-to-date.
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RE: 'GLSL_ShaderPair::getUniformLocation
That's weird too. Once again, this does not happen under Linux - so I'm not able to diagnose it. But it seems that one or more of the shader programs has been killed off - yet the main C++ renderer is still running - so whenever C++ tries to send data to the shader that's an invalid operation...but that's a guess.
Ok, sorry, this was my fault! Looks like the process did not
close just by pressing the 'close' button on the top-right corner
of the window , so it simply runs without the window and that's
why all these errors came up

Quitting the process by Ctrl+C
in the console just ends it correctly.
(I formerly thought the console was outputting all these errors as
they were queued into a buffer, since once I saw an app doing so.. )
Ok, I look forward testing a new release of your GPU demos!
Alessandro