Correct, and in order to decide whether to use a feature or not it needs to exist.
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Correct, and in order to decide whether to use a feature or not it needs to exist.
Neither of those cases are very interesting, since the most common hardware setup is multiple CPU cores and a single GPU. Direct3D solves this by having multiple command lists for a single GPU. Isn't...
Sorry, I meant to point out that Reinheart isn't the only one disillusioned, not grandstand. Back to the topic of feedback, I forgot to mention the elephant in the room: Can we please have...
This is a feedback thread, and I provide feedback. If you don't even disagree with it, please keep the noise down. We're all disillusioned with the ARB, but keeping quiet isn't going to solve...
So we agree after all! They could even maintain the current API as the compatibility spec in order to avoid breaking anything. They're already maintaining two specs anyway.
Not at all, or I would have made the claim. I believe lack of driver quality and developer tools are more important factors, but that's not an excuse to make the lives of developers harder than...
I think mhagain hit the nail on its head:
That is a contradiction. A good API is exactly what OpenGL needs to come close to Direct3D. As you say, it's not about performance or features.
Disregarding the source of the problem wouldn't work. Compare:
void OpenGLEngine::Buffer::Update(PVOID data)
{
glBindBuffer(..., mBuffer);
glBufferSubData(..., data);
...
I was thinking compatability/coreDSA. People who can't or won't rewrite can use compatability or previous core versions, and new projects can use DSA. I do concede that such a change may be too...
Why should drivers have to assume anything about binding? The binding part can be moved to a sluggish wrapper around the DSA driver, that only gets used when an application does not request the core...
I wish more people considered this. Direct state access is one of the prequisites for OpenGL to surpass DirectX, and yet there has been a lot of talk about "OpenGL finally catching up" of late.
According to the extension text, paletted textures haven't been supported on NVIDIA hardware for quite some generations. If you really wanted, you could simulate the effect in a fragment shader, but...
GL_UNSIGNED_BYTE_3_3_2 won't help with paletted textures. For the hardware to draw the texture correctly, you also need to set the palette. I don't think OpenGL supports paletted textures directly,...
Both can be used for ray tracing. I guess it makes more sense to ues GLSL if the result is to be integrated with other real-time rendering in OpenGL, and to use OpenCL if the ray tracer is less...
I see, thanks!
According to the GLSL 1.40 spec, it is optional for a shader to write to gl_Position. What is this for? Is it possible to declare another variable to be used for position? If that's the case, how is...
Ideally yes, but I don't know what common practice is. Either way there's nothing you can do about it, so you may as well pretend it's decent. ;)
It's those extra pixels that make bicubic look...
Interesting, I'm about to do something similar.
What do you mean by can't scale? It sounds like you're doing nearest neighbour interpolation if you get blockiness.
The colour information will...