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Type: Posts; User: Rick Yorgason

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    Re: OpenGL rebuilt from the ground up?

    I can easily imagine how revolutionizing the API could effect drivers that are easier to maintain. I mean, who hasn't refactored code to make it easier to maintain?

    But in this case, we have to...
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    Re: OpenGL rebuilt from the ground up?

    Sorry for not articulating myself very well. When I said "OpenGL 4 + DSA is Good Enough", I was referring to the organization of the framework, arguing that OpenGL doesn't need to be reorganized, as...
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    Re: OpenGL rebuilt from the ground up?

    And anyway, the wheel of reincarnation has almost returned to software rendering. It'll be less than a decade before stream processing and/or many-core processing is generic and ubiquitous enough...
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    Re: Newsletter

    There's a little bit, like the window handling, but it would be possible to make a mostly-compatible Direct3D implementation on top of, say, Gallium3D.

    You'd have to make different versions of...
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    Re: GL 3 & D3D: The War Is Over

    Rumour is that Intel is trying to do exactly that. They've been in talks with Microsoft to build a 48 core Larrabee processor in the next XBox.

    But Larrabee isn't the only platform for OpenCL. ...
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    Re: GL 3 & D3D: The War Is Over

    Here's the thing, though: people who license the Unreal engine get its source code, and they often change it to suit their needs.

    That's not possible with OpenGL or DirectX.
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    Re: OpenGL Next via OpenCL

    If that's what you meant, you should have said "If it was only meant for the Mac, they would have called it 'MacCL'".

    With your wording -- particularly by using the word "should" -- you implied...
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    Re: OpenGL Next via OpenCL

    Apple's implementation is just the only one that we have a rough timeline on, and it's their baby, so they have the biggest incentive to implement it.

    We have support from all the hardware vendors...
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    Re: OpenGL Next via OpenCL

    The real point isn't just to build GL on top of CL; that wouldn't give us anything more than what we already have. The point is to ensure that something as powerful (albeit, maybe slightly less...
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    Re: OpenGL Next via OpenCL

    Not really. What we really want are the materials and tools necessary to make our own hammers.

    With that, I can make my own hammer if I need to, but if OpenGL isn't exactly the kind of hammer I...
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    Re: re: improving the SDK

    Look, I don't like C, but I agree that C is the best choice for the SDK. You're missing something:

    The SDK isn't intended to be used it in production code. After all, in production DirectX code,...
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    Re: OpenGL Next via OpenCL

    I'd like to see this too; it's only a matter of time before the "wheel of reincarnation" comes full-circle and the work done by specialized graphics hardware is once more folded back into the CPU.
    ...
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    Re: re: improving the SDK

    The point is, you've just changed an article from "This is how you use textures" to "This is how you use textures; we're using a format you've never heard of, and here's why it's a good format to...
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    Re: re: improving the SDK

    Nobody is forcing you to use uncompressed images. But the fact is, when you're teaching a user how to load an image, using a BMP is the most direct way to do that without muddying the article with...
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    Re: re: improving the SDK

    I really liked the Nehe tutorials when I was first learning, all those years ago. It coincided with the way I like to use tutorials, which is to copy each line of code manually, making sure I...
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    Re: re: improving the SDK

    I assume both, given the talk about using DoxyGen.

    In the case of DX, I like having both. I use the downloadable DX SDK because its sample browser is a convenient way to browse the sample...
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    Re: re: improving the SDK

    That's not really a problem, is it? Both the C and C++ file I/O libraries accept forward slashes on most (all?) platforms. They'll also accept back slashes on Windows, in case you're accepting user...
  18. Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    It's true that, ideally, an SDK should impose the fewest prerequisites possible, which precludes Boost and even C++. But like I said, if that's the only way this project can get off the ground, then...
  19. Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    GLUT (or FreeGLUT) isn't too bad, since it was made specifically for official OpenGL docs. Although it would be nice if the SDK also had some OS-specific articles on how to set up your window, since...
  20. Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    You can, but as you mentioned, it won't be as efficient. Still, it means people can experiment with new APIs (which will still be far more efficient than regular CPU code) and hardware support could...
  21. Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Here's the divine comedy of the whole situation: in an attempt to clean up the API, they're all but promising that older features are going to start disappearing! So everybody is going to have to...
  22. Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Version numbers are expected to be internally consistent. For DirectX, we expect new major features (like GPGPU support and tessellation support) to get a new major version number. Minor version...
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    Re: OpenGL 3 Updates

    You're being silly. ATI is a subsidiary of AMD. In other words, ATI is still a company, and AMD is their parent company.

    It's kind of like how Bungie used to be a subsidiary of Microsoft, but...
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    Re: OpenGL 3 Updates

    It's only 13 days on the Martian calendar.
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    Re: OpenGL 3 Updates

    Kind of like WG21. I've spent countless hours reading through the C++0x docs. It would be nice if the ARB was so open! They must have some sort of documentation. Minutes, at the very least!
    ...
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