
===========================================================================

			glclock Mark ɂ

	QOOONU
	Masai쐣 j
	E-Mail: masa@daionet.gr.jp
	URL   : http://www.daionet.gr.jp/~masa

===========================================================================

 ڎ 

Eglclock Mark Ƃ́H
E@
E茋
EIvV
Ex`}[NʑW
Ex`}[Nȅڍׂɂ
E1. Per-Vertex Lighting Mark.
E2. Per-Vertex Lighted Texturing Mark.
E3. Texture Filtering Mark.
E4. Environment Mapping Mark.
E5. Super Sampled Blending Mark.
E6. Maximum Triangles Mark.
E7. OpenGL Practical Rendering Mark.
Eӎꗗ

----------------------------------------------------------------------------

 glclock Mark Ƃ́H 

glclock Mark ́Aglclock p OpenGL x`}[N\tgłB
glclock-5.0 ȑÕXNvgiob`t@CjɂȈՃx`}[NƂ͓e
܂قȂĂ܂B
OpenGL ̕`摬xxڍׂɑ肷邱Ƃł܂B

OpenGL ̂܂܂ȋ@\iCeBOAeNX`}bsOA}bsOA
ufBOA|SX[vbg etc.j̏x𑪒肵AʂeLXg
Oo͂сAHTML tH[}bgŃOt܂B
OpenGL ̑xi^s蓙jڂŗǂ܂B


 @ 

풓\tgȂǂȂׂIAXN[Z[o OFF ɂĂA
glclockmark* s܂B
eXgɂĂ͑ʂ̃gp܂̂ŁAł邾̃\tg͏I
ĂB

x{iIȃeXgs߁Aɂ͂ȂɎԂ܂B
^C}[xقǁA܂ OpenGL̏xxقǁA莞Ԃ͒Ȃ܂B
^C}[xǂAOpenGL ANZ[głȂA悻V`PT
xŏI܂B

^C}[xႢꍇ\tgEFAs̊ł͂Ȃ莞Ԃ܂B
RO`PԈȏォꍇ܂B

eXg̊ԂɁA܂ɂPOb`QObقǏ~܂ił܂jƂ܂A
@قڊԈႢȂA܂̂ŁA~܂悤ɌĂQOb炢͗lq
@B


 茋 

ʂ́Aglclockmark.log сAglclockmark.html Ƃt@Cɏo͂܂B
Windows łł̓uEUIɋN܂B

glclock Mark ̃XRÁAPentiumII-233MHz + RivaTNT PCI-16MB 320 x 320 x 16bpp
̊ɑ΂鑬xip[Ze[W\LjɂȂ܂B
̑AFPS (Frames Per-Second ), kTPS (kilo-Triangles Per-Second) ̍őlA
܂܂Ȑ\̏ڍׂo͂܂B

ʂ glclockmark*.log t@C glclockmark ̑Ɏw肵ĎsƁA
eXgsɁA*.log t@C炷 HTML 𐶐܂B
̏ꍇ́A*.log t@CƓ *.html t@Cɏo͂܂B
܂A*.log t@C΁AHTML t@C͂łł܂B
Windows łł́A*.log t@C glclockmark ɃhbOhbv邾
OK łB

A[JCuɂ́uglclockmark_refdata.logvƂt@C
܂܂Ă܂A̓XRǍvZɕKvȎQƃOt@Cł̂ŁA폜
ύX肵ȂłB


 IvV 

glclockmark ɂ͂̋NIvV܂B
Windows łł́AV[gJbgɔCӂ̃IvVǉĂB

@ EBhETCYύX

@@-VGA, -SVGA, -XGA
@@ƂIvVŁAftHgƂ͈EBhETCYőł܂B
@@̏ꍇ glclockmark_VGA.log, glclockmark_VGA.html ȂǂƂt@C
@@Ōʏo͂܂B

@@܂Aglclockmark_ALL ƂXNvgsƁAׂẴEBhETCY
@@̃eXgAčs܂B
@@glclockmark_ALL ̎sɂ͑Ԃ܂̂Łin[hEFA`ł
@@QO`ROȏjAȏOȂǁA΂炭gȂɎs
@@ǂł傤B

@ 񐔎w

@@-loop n
@@IvVŁAŎw肳ꂽ񐔑JԂA萸xコ܂B

@@glclock Mark ̑蒆́AXbv̑̌ɂAꕔ̃eXg̃XRA
@@{̐\藎ނƂ܂B
@@̑茋ʂœK邱ƂŁÂ悤Ȍۂy܂B
@@ftHg͂PŁAɂ͂P`W܂łwł܂B

@@񐔂ȂقǁAXRA͖{̐\ɋ߂Â܂A莞Ԃ͉񐔂ɔ
@@ĒȂ܂B
@@\tgEFAł͎Ԃ߂邽߂߂ł܂񂪁An[hEFA
@@ANZ[V\ȊŁAǂXRA}[Nꍇ́A
@@glclockmark -loop 4
@@xő肳邱Ƃ߂܂B

@@ȂAglclockmark_ALL XNvgɃIvV^ƁAׂẴTCY
@@΂ēIvVǉ܂B
@@Ⴆ
@@glclockmark_ALL -loop 4
@@ƎsƁAׂẴEBhETCỸeXgꂼS񂸂肵܂B

@ ǉ[h

@@-ADD
@@ȑO肵Ot@Ciglclockmark.log, glclockmark_VGA.log etc.j
@@cĂꍇ̂݁Aǉ[hƂȂ܂B

@@͈ȑO̎sʂւ̒ǉƂ݂Ȃ܂B
@@ȑÕOƐVɑ肵O̗ōœK邽߁A-loop IvV
@@AXRA{̐\ɋ߂Â܂B

@@x肷ꍇ́ÃIvVw肵ĂƂ߂܂B
@@肷閈ɃOœKA{̐\ɋ߂Â܂B

@@AȑȎ莞瑪ωĂꍇiOtBbNXJ[h
@@ւꍇj́AʂɂȂ܂̂ŁÃIvV͎w
@@ȂłB

@ eXgڂ̎w

@@+1 ` +7  -1 ` -7 ƂIvVŁAVځiqĵ
@@ۂɃeXg鍀ڂwł܂B

@@+ Ŏw肵ڔԍ̃eXgLɂȂA
@@- Ŏw肵ڔԍ̃eXgɂȂ܂B
@@w肵Ȃ΁AׂĂ̍ڂ̃eXgs܂B
@@+ IvVPłw肳ƁA+ tԍׂẴeXg
@@ɂȂ܂B

@@wF
@@@glclockmark		c ׂĂ̍ڂeXg܂B
@@@glclockmark -1 -3		c 1, 3 ׂĂ̍ڂeXg܂B
@@@glclockmark +1 +2		c 1, 2 ڂ݂̂eXg܂B

@@eXgsȂXRA͖ł̂ŁAŜ̃XRAႭȂ܂B

@ VOobt@^_uobt@

@@-SINGLE	c VOobt@O[ĥ݂eXg܂B
@@-DOUBLE	c _uobt@O[ĥ݂eXg܂B

@@w肳ꂽꍇ͖łiftHgƓAVOobt@^_u
@@obt@̗eXg܂jB


ȏ glclock Mark ̃IvVƂĔFłȂ́Aglclock ɂ̂܂
n܂B
Ⴆ΁A
glclockmark -TC
ƂƁA\łΈkeNX`tH[}bggpăeXgs܂B


 x`}[NʑW 

glclock-5.0 ȑOƂ͓e܂قȂĂ܂̂ŁAVɌʂW
܂B
ǂ̂悤Ȋł\ł̂ŁAʕ񍐂𒸂ƑώQlɂȂ܂B
ʂ́A glclock Mark Data Base ̃y[W
<http://www.daionet.gr.jp/~masa/glclock/glclockmark/index.html>
ɒǉAbvĂƎv܂B

ݓɕW̊́A
E3Dlabs ñnCGhOtBNXJ[h
EIntens3D Wildcat V[Y
EMatrox G400
ȂǂłB

ʂ񍐂Ăꍇ́Ał邾L̎ĂB

@ glclockmark.html ł̓t@CTCYȂ傫ȂĂ܂߁A
@@쐬 *.log t@C[ < masa@daionet.gr.jp > ɓYtĂB

@ ftHgEBhETCYł͂ȂA-VGA, -SVGA, -XGA IvV
@@ʂ肢܂B
@@ׂĂeXĝɂ͂Ȃ莞Ԃ̂ŋkł͂܂cB
@@eX̌ʂ́Aglclockmark_VGA.log, glclockmark_SVGA.log Ƃt@C
@@o͂܂B

@ ʃ[h́A\ł 16 rbgiHigh Colorj[hł肢܂B
@@A24 rbgA32 rbg[ȟʂ킹Ē΁Aɉz
@@Ƃ͂܂B
@@܂ő肷ۂ̗Dx̖łB

@ Ԃɗ]T΁A-loop ŁȂsĒƏ܂B
@@Ⴆ -loop 4 Ǝw肵đ肷ƁAS̑茋ʂœK邽߁A
@@{̐\ɋ߂XRA𓾂邱Ƃł܂B
@@Ȁꍇ͂S񕪂̑莞ԂKvɂȂĂ܂܂B

@ CPUACPU NbNAOS Ƃ}V̏ƁArfI`bvi`bvjA
@@rfIJ[hiijAoX^CviPCI/AGPjAڃiVRAM eʁj
@@OtBbNXJ[h̏A܂̍ۂ̃fBXvC𑜓xAF
@@ȂǂA͈͂Ō\ł̂łm点B
@@܂ACPU OtBbNXJ[hI[oNbNẮA
@@̏iiNbNAeXg̃NbNjm点B


 x`}[Nȅڍׂɂ 

ȉ́Aglclock Mark ̃eXgȅڍׂłB
̂͂ǂ݂B

glclock Mark ́AOpenGL ̑xAVނ̑傫ȍڂɕނđ肵܂B
̕ނ͂قƂǍ҂̎iƂlIɒm肽\́jɂȂĂ܂A
ʓIɂx͎QlɂȂ͂łB

@ 1. Per-Vertex Lighting Mark.
@@OpenGL API ̒_Pʂ̃CeBOiFVF[fBOj\

@ 2. Per-Vertex Lighted Texturing Mark.
@@eNX`ƃCeBO𓯎ɍsۂ̕`\

@ 3. Texture Filtering Mark.
@@܂܂ȃeNX`EtB^O̕`\

@ 4. Environment Mapping Mark.
@@}bsOgp̕`\

@ 5. Super Sampled Blending Mark.
@@X[pTvO`iɃufBOj\

@ 6. Maximum Triangles Mark.
@@|SX[vbgiقڏȃ|S`\́j

@ 7. OpenGL Practical Rendering Mark.
@@܂܂ȋ@\ppIȕ`\

̃XRAׂ͂ĎQƊɑ΂p[Ze[WƂȂĂAɁA
glclock Mark ̍ŏIIȑXRÁÅeX̍ڂ̃XRAiQƊɑ΂
p[Ze[Wj̑ϒlƂȂ܂B

glclock Mark =
	( Per-Vertex Lighting Mark +
	  Per-Vertex Lighted Texturing Mark +
	  Texture Filtering Mark +
	  Environment Mapping Mark +
	  Maximum Triangles Mark +
	  OpenGL Practical Rendering Mark ) / 7

XRÁAeXg̂܂܂Ȕ\͂̓}ʂƂ܂B
XRA OpenGL ̔\͂𔻒f邱Ƃ͊댯ł̂Ŏ~߂܂傤B

ꂼ̍ڂ̃XRAɂAeXg OpenGL ̓m邱Ƃł܂B

Ƃ΁ACAD Ȃǂ̕ł́A
1. Per-Vertex Lighting Mark.
6. Maximum Triangles Mark.
̃XRAɏdvȈӖ܂B

Q[Ȃǂł́A
3. Texture Filtering Mark.
ɏdvłB

Iɂ́A
5. Super Sampled Blending Mark.
7. OpenGL Practical Rendering Mark.
ȂǂdvłB

ɁAfBIVeBŗ\ߌvZĂ邳ɏ]ĕ`悷悤ȗpr
ȉؖV~[VȂǁj̏ꍇ́A
6. Maximum Triangles Mark.
̃XRAɏdvłB


ȉł́Aeڂ̏ڍׂ܂B

eڂ̃XRÁA܂̍ڂɑĂeXg FPS ɁAeXg̏dvA
ׂɏ]d݂tρid݂t邽ߐmɂ͕ςł͂ȂjFPS l
vZ܂B
āA@ŌvZQƊ FPS lɑ΂鑬xip[Ze[Wj
Ȃ܂B

eX̃eXgł́AeŃ_uobt@OAVOobt@O
Qނ̑x𑪒肵Â̑iFPS ̍j̗p܂B


 1. Per-Vertex Lighting Mark. 

OpenGL API ̒_Pʂ̃CeBOiFVF[fBOj\͂łB
vZ̎ނɂUނ̔\́isA_AX|bgCg etc.j
Ⴂɕނđ肵܂B
ɁAꂼ̌ɁAPAQASAW̑x𑪒肵܂B
vZ̕Gɂ鏈x̕ωڍׂɒm邱Ƃł܂B

@ Directional Light(s).

@@słB
@@xNgAxNg͌ŒŁAȂƂPȌvZłB
@@ɁAPCQASCWɂႢ𑪒肵܂B

@ Directional Light(s) with Local Viewer.

@@słAxNg𒸓_ɐmɌvZ܂B
@@PCQASCWɂႢ𑪒肵܂B

@ Point Light(s).

@@_łB
@@_ɌxNg̍ČvZKvŁAɌ璸_܂ł̋̓
@@ႵČ̋܂B
@@PCQASCWɂႢ𑪒肵܂B

@ Point Light(s) with Local Viewer.

@@_ɉAxNg𒸓_ɐmɌvZ܂B
@@PCQASCWɂႢ𑪒肵܂B

@ Spot Light(s).

@@X|bgCgłB
@@_Ɠ_ɌxNg̍ČvZKvŁA璸_܂ł̋
@@ɔႵČ܂B
@@āA̕ɋA̕痣ɂ}Ɍ
@@܂B
@@PCQASCWɂႢ𑪒肵܂B

@ Spot Light(s) with Local Viewer.

@@X|bgCgɉAxNg𒸓_ɐmɌvZ܂B
@@ƂGȌvZfłB
@@PCQASCWɂႢ𑪒肵܂B


 2. Per-Vertex Lighted Texturing Mark. 

eNX`ƃCeBO𓯎ɍs\͂łB
ɁAeNX`ƃCeBOJ[̃uh@ɂႢiQށj
ނ܂B
XyL[̕\@̈Ⴂɂ鑬xm邱Ƃł܂B
ɂꂼ̍ږɁAUނ̌i1. Per-Vertex Lighting Mark. Ɠl
Uށjɕđ肵܂B

@ Single Color Blending.

@@XyL[܂ނׂẴCeBǑʂƃeNX`̃J[ƂA
@@PɏZiϒFf[gj܂B
@@OpenGL W̌vZ@łAXyL[̐F܂ŃeNX`̉e󂯂
@@܂߁AYȃXyL[\ł܂B

@@ɁAUނ̌ɕđ肵܂B

@ Separate Specular Color Blending.

@@XyL[ƂȊÕCeBOʂʂɕێĂA
@@܂eNX`Ƃ̃ufBO̓XyL[ȊÕCeBOʂ
@@Z܂B
@@āAeNX`Ƃ̃ufBǑɃXyL[ʓrZ܂B
@@ɂA̐FɋPXyL[\ł܂B

@@OpenGL ̎s OpenGL-1.2 ȍ~́A
@@GL_ARB_separate_specular_color, GL_EXT_separate_specular_color ̂ꂩ
@@T|[gĂꍇAPpX_OŎsł܂B

@@T|[gĂȂ̏ꍇA܂XyL[ȊOŃCeBOʂ
@@eNX`uhĕ`悵ǍɃXyL[vZ
@@ZufBOƂAQiK̕`iQpX_OjKv
@@Ȃ܂B
@@̂߁Ax͔߂܂Œቺ܂B

@@̍ړŁAɂUނ̌ɕđ肵܂B


 3. Texture Filtering Mark. 

eNX`}bsȌ\͂łB
Tނ̃eNX`EtB^Oɕނ܂B
tB^̎ނɂ鑬ẍႢm邱Ƃł܂B

@ Nearest Point Sampling.

@@|CgTvOB
@@tB^Os܂B
@@ړĨeNX`W݂̑eNZP_̐F̂܂܃eNX`J[
@@ƂĎgp܂B

@ Mip-Mapping.

@@~bv}bsOB
@@eNX`kۂ̃AȂǂ̃GCAVOtB^B
@@\߃tB^ďk傫̈قȂ镡̃~bv}bveNX`
@@pӂĂAeNX`}bsOɁAeNX`̏kɂƂK
@@eNX`I܂B
@@Iꂽx̃eNX`AړĨeNX`W݂̑eNZ
@@P_̐FeNX`J[ƂĎgp܂B

@ Bi-Linear Filtering.

@@oCjAEtB^OB
@@ړĨeNX`W̋ߖTSeNZAɉĐ`ԂF
@@eNX`J[ƂĎgp܂B

@ Bi-Linear Filtering with Mip-Mapping.

@@~bv}bvgoCjAEtB^OB
@@eNX`̏kɂƂKx̃~bv}bveNX`g
@@oCjAEtB^Os܂B

@ Tri-Linear Filtering (Bi-Linear with Mip-Map Linear).

@@QxԂ̃oCjAEtB^ǑʂɕԁB
@@ߖTQx̃~bv}bveNX`łꂼoCjAEtB^O
@@{ǍʂQx̃~bv}bv̋ɏ]Ăɐ`Ԃ܂B
@@eNX`J[͂WeNZԂꂽFɂȂ܂B


 4. Environment Mapping Mark. 

IɃeNX`W𐶐ueNX`Wvn̏̒ł
vZׂ̍}bsȌ\͂łB
}bsOɂ܂܂Ȏނ܂AőΏۂƂĂ̂
XtBAE}bsOłB
ɋȂǂ̎͂̔wi̔˂\邽߂Ɏg܂A\ߌvZč쐬
XyL[̊}bvgp΁AeNZPʂ̃XyL[\\
Ȃ܂B
͋[IȃtHEVF[fBOiPhong ShadingjƂ@łA
O[EVF[fBOiGouraud Shadingjł͕\ȂsXyL[
Ɂi܂ŋ[Iɂłj\ł܂B

PȃXtBAE}bsOɂ`ƁAuhiZ[hjї
_Oɂ`̂Qނ̑x𑪒肵܂B

@ Sphere Mapping.

@@PȃXtBAE}bsOɂ`łB
@@ɋ\ɗp܂B

@ Double Sided Transparency Sphere Mapping without Z-Buffer.

@@XtBAE}bsOAʃ_OAyobt@Ȃ̏
@@ǂǂufBOiZj܂B
@@KX̂悤ɁAŃXyL[݂̂fނ̕\ɓK`łB


 5. Super Sampled Blending Mark. 

̃_Oʂ𕽋ωčŏI摜𐶐X[pTvOgA
ɃufBȌ\͂𑪒肵܂B

ʏ킱̂悤ȃX[pTvOł́AOpenGL ̃AL[Vobt@
iώZobt@j𗘗p邱ƂŁAɍ掿̉摜𐶐邱Ƃł܂B
AقƂǂ̊ł̓AL[Vobt@ւ̐ώZ\tgEFA
̃ufBOɂȂ邽߁Axɒ[ɒቺ܂B
ł́An[hEFA𗘗păuhsA荂ɕω摜𐶐@
g܂i OpenGL n[hEFAT|[gȂł́AɂĂ
\tgEFAɂȂ܂jB

TvOAufBO̕@ɂRނ̃eXgs܂B

@ 4 Sampling Additive-Blended Object Motion-Blur without Z-Buffer (total 4-pass).

@@P^S̖邳̕`SZ`悷邱ƂŁASTvO𕽋ς
@@[Vu[s܂B
@@Z̓IuWFNgivjɑ΂Ă̂ݍs߁i܂Sʏs
@@Ȃ߁jȂɍɏł܂A掿͈Ȃ܂B

@ 4 Sampling Alpha-Blended Scene Anti-Aliasing with Z-Buffer Mask (total 7-pass).

@@STvÕV[EAeBGCAVOłB
@@TvOɁASʂ̂yobt@i[xĵ݂ɍ쐬܂B
@@̌Aڂ̃TvOł͂P^̃lgĈȑǑʂɑSʕ`
@@uh܂B

@@Qڈȍ~̕`ł́Aɍ쐬yobt@}XNƂĎgASsNZ
@@ɑ΂P̂ݕ`悳邱Ƃۏ؂܂B
@@ڂ̕`P^̔őSʃuh邱ƂɂACӂ̉񐔂
@@TvOʂAω邱Ƃł܂B
@@PȉZ掿͌サ܂ASTvỎ摜ɁA
@@yobt@ƍ킹čvVpX̑Sʃ_OKvɂȂ邽߁Ax
@@ቺ܂B

@ 7 Sampling Alpha-Blended Depth of Field Blur with Z-Buffer Mask (total 13-pass).

@@VTvO̔ʊE[xu[isڂjłB
@@ufBO̕@͏̕`ƓłAVTvỎ摜𐶐
@@߁Ayobt@܂ߍvłPRpX̑Sʃ_Os܂B
@@̕ɑx͒ቺ܂AAL[Vobt@ɂ\tgEFA
@@ufBOƔr΁Ayɍɏł܂B


 6. Maximum Triangles Mark. 

PS|Sȏォ琬鋐ȃf`悵AeXg̃|SX[vbg
𑪒肵܂B
ۂɂ͗ʁ^Жʃ_OAƗ|SAStrip/FanAufBOA
NbsOA^|SȂǂ荬`摬xɂȂ邽߁ASɏ
E\͂𑪒łł͂܂B
ɂĂ̓`bv̌El𒴂邱Ƃ܂iNbsȎȂǁjB

eNX`ȂAeNX`̕`ŁAɂꂼقȂtHOɂ
tHOs܂B
tHÖႢ͈ȉ̒ʂłB

ENon-Fogging.itHOȂj		f = 1
ELinear Equation Fogging.		f = (end - z) / (end - start)
E1 Exponential Equation Fogging.	f = e ^ (density * z)
E2 Exponential Equation Fogging.	f = e ^ ((density * z) ^ 2)

@ Simple Coloring.

@@_J[w̒Pȃ|S`łB
@@ɂSނ̃tHO[hɕނ܂B

@ Modulate Texture Mapping.

@@eNX`}bsOi_J[Ƃ̏ZufBOj̕`\͂łB
@@Sނ̃tHO[hɕނ܂B


 7. OpenGL Practical Rendering Mark. 

CeBOA}`eNX`i\bheNX`}bsOA}bsOjA
ufBOAtHOƂ܂܂ȋ@\gݍ킹pIȕ`\͂
肵܂B

OpenGL ̃RpCюs̑oiWindows ł͎s݂̂ŉjA
GL_ARB_multitexture, GL_EXT_multitexture, GL_SGIS_multitexture ̂ꂩ
T|[gĂꍇAPpXŃ}`eNX`s邽߁A荂Ɏs
ł܂B
ƂׂĂ̕`Ƀ}`eNX`gĂł͂܂̂ŁA
܂ɒ[ȍ͂ł܂B

`̕GɂĂQiKɕނ܂B

@@ 5 Directional Lights, Multi-Texture (Solid Texture, Specular Map), Blending, Linear Fog.

@@siTjA}`eNX`AufBOA`tHOgp
@@`s܂B

@@ 5 Point Lights with local Viewer, Multi-Texture (Solid Texture, Specular Map), Blending, Reflection, 1 Exponential Fog, High Detail.

@@_iTjAxNgvZA}`eNX`AufBOA
@@ꕔ̃IuWFNg̉f荞ݏAwtHOgp`s܂B
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http://www.daionet.gr.jp/~masa/
masa@daionet.gr.jp
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