I think it deserves a laugh. It's incredibly funny to look back at how optimistic the ARB was about Longs Peak a year ago, and how pessimistic they are about it now.Quote:
I think this deserves a minute of silence.
Printable View
I think it deserves a laugh. It's incredibly funny to look back at how optimistic the ARB was about Longs Peak a year ago, and how pessimistic they are about it now.Quote:
I think this deserves a minute of silence.
Too bad the ARB thought it deserved a CONE OF SILENCE.Quote:
Originally Posted by MZ
No object model? No geometry shaders + transform feedback? No constant (uniform) buffers?
WTF were they doing? Spanking to pr0n all day?
I see wikipedia's been updated already....it's the second result from typing "OpenGL 3" into google, and wouldn't look good to any prospective user of OpenGL. Their next search would undoubtedly be "Direct3d". SGI must be turning in their grave.
http://en.wikipedia.org/wiki/OpenGL#OpenGL_3.0
Why use uniform buffers when you have vertex texture fetch? Divergent uniforms (indexed uniform access) still causes problems on lots of hardware.Quote:
Originally Posted by Korval
five times a week... not to forget the great effort they put in ;).Quote:
Originally Posted by TroutButter
because uniforms reside in a completely different (read completely different performance) on chip memory.Quote:
Originally Posted by Timothy Farrar
I have another theory:Quote:
Originally Posted by TroutButter
LINK
You can also check out my cocept of OpenGL logo in previous post :p
Yes perhaps (might not be the case on all hardware now), but regardless fetching uniforms still uses main memory bandwidth, and divergent uniforms use much more bandwidth. Of course I'm not fully sure on ATI hardware.Quote:
Originally Posted by Chris Lux
I agree that uniforms make sense in non-divergent cases.
Because vertex texture fetch:Quote:
Why use uniform buffers when you have vertex texture fetch?
1: Is slow.
2: Requires putting data in textures, which is very slow and doesn't have cool mapping features.
3: Is slow.
4: Is not transparent. That is, implementations cannot "pretend" to support it by just using server-side memory and doing uploads as normal (that's what Longs Peak intended when they made it a core feature).
5: Is slow.
To me, the reason why we should have uniform buffers is:
1: To allow for a separation of compiled programs from the uniforms bound to those programs. Longs Peak was going to have this, but it was not done for "3.0".
2: To allow for "constant" values, values that are unchanged between different programs. Camera matrices, projection matrices, etc.