I\'m interested in information about the speed of sin()
and cos()
in Open GL Shader Language.
The GLSL Specification Document indi
see how many sin's you can get in one shader in a row, compared to math.abs,frac, ect... i think a gtx 470 can handle 200 sin functions per fragment no probs, the frame will be 10 percent slower than an empty shader. it's farly fast, you can send results in. it will be a good indicator of computational efficiency.