This is mostly incorrect. Features are (or should be) tested before they are released regardless of popularity of each feature, and the way to achieve that is to write tests or use an existing test...
Type: Posts; User: Eosie
This is mostly incorrect. Features are (or should be) tested before they are released regardless of popularity of each feature, and the way to achieve that is to write tests or use an existing test...
I don't consider tiling and swizzling an issue at all. There would be no swizzling on the driver side anyway. The user would have to store the image in the native component ordering and in the actual...
Tiling is not an issue. There are ways to make a tiled texture appear as linear to the CPU. After all, textures have to mapped in glTexImage2D anyway (except for some ancient Intel GPUs, which have...
Mapping textures is a feature that everybody has had for a long time. That's how Mesa accesses texture storage, Mesa drivers must internally expose the map/unmap interface for textures. All Mesa...
I don't understand why you are telling me all this. Maybe I was not clear enough, so I'll try again.
Let's say the back buffer is Buffer 1. The moment the texture view is created, both the back...
I've got no idea what you are talking about. :) Buffers, framebuffers, textures... all are just buffers and can be anywhere in memory. Resizing a framebuffer is just a buffer re-allocation, nothing...
I guess you could make a texture object from a framebuffer even without locking. It wouldn't be so easy, but it would certainly be possible. Or you could just say that the texture object created with...
Of course it doesn't map to all hardware in existence, but it maps exactly to AMD and NVIDIA hardware since GL3-capable chipsets. I don't really care about the rest.
Even though it might not make much sense to you from a theoretical standpoint, the reason the spec's been written like that is that it maps perfectly on the current hardware. There's no other reason....
There isn't only one binding point per type. Uniform buffers and transform feedback buffers have multiple binding points. See the <index> parameter in these functions:
void BindBufferBase(enum...
I am not sure, but it seems to me the idea was to make vertex shader and vertex attrib states as much independent of each other as possible, so that drivers don't have to look at the vertex shader...
Simple. glVertexAttribPointer(GL_DOUBLE) converts all doubles into floats at the vertex fetch stage and maps to float shader inputs. glVertexAttribLPointer(GL_DOUBLE) doesn't do any conversion.
Considering that drivers must check whether every GLenum parameter is legal, sometimes using pretty long switch statements, I wouldn't bother about the performance of one "if". The advice is... just...
Oh please, are you kidding me? It's a PDF comparing GeForce 2/3/4/FX performance on some ancient OpenGL implementation and DirectX 8 (I guess?) on some ancient version of Windows. You would very...
NVIDIA's bindless APIs seem to be a clear proof that OpenGL is flawed and cannot perform well as far as the overall CPU overhead is concerned. See:
Such hacks would not be needed if the design...
OpenGL32.DLL belongs to Microsoft. Ask MS to do something about it, not people on this board.
Starting at what generation of hardware for each vendor? And again, a source would be ideal.[/QUOTE]
You can either believe me, or obtain that info by yourself, or not believe, I don't care....
Yes, there are only UBOs under the hood. Plain uniforms only existed on DX9 hw, where uniforms were stored on the chip. Nowadays it's all just buffers in memory (RAM or VRAM).
I think opengl32.dll will stay for quite a long time. Do you know what would happen if it went away? All OpenGL apps would stop working, complaining that opengl32.dll is missing.
opengl32.dll was...
It's there as the shareList parameter:
GLXContext glXCreateContext(Display *dpy, XVisualInfo *vis, GLXContext shareList, Bool direct);
As I said, you think in terms of API features, again.
I would implement it in the following way:
1) Store the query result containing how many primitives have been written, into a buffer...
I was talking about hardware, not APIs (or wherever you got that from...)
_blitz,
I didn't read the whole thread, but what you describe in your first message is possible on some (if not all) DX10 and later GPUs.
Not correct.
GL_ARB_texture_swizzle only works with GPU data.
GL_UNSIGNED_INT_8_8_8_8_REV, GL_BGR, GL_BGRA, GL_ABGR_EXT, etc. only work with CPU data, i.e. the data you specify in glTexImage...
So you want to map texture memory. Cant see why this cant be done - im sure khronos guys would be able to pull decent api for that. [/QUOTE]
I didn't mean exactly that, as I was referring to the...