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Type: Posts; User: LogicalError

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    Re: Unit testing framework for OpenGL

    It would basically be a conformance test, yes.
    Not updated much? I'm assuming you're referring to the vendors own private conformance tests?

    The thing is, if there was an open source, more...
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    Unit testing framework for OpenGL

    It might be useful to have some sort of official unit testing framework to help increase the quality of vendor drivers.

    The unit testing framework would check which OpenGL version or extensions...
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    Re: FBO on ATI (again...)

    Is the framebuffer texture bound when you start rendering to it?
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    Re: Future of OpenGL/GPUs

    No, you're absolutely correct.
    In fact virtual texturing is basically nothing more than an advanced form of texture management.

    You could put in all your textures and re-use them over geometry...
  5. Texture Array tiles and multisampling

    I'm in the middle of experimenting with a virtual-texture approach that uses Texture-Arrays for the page-cache instead of one large texture and virtually dividing in the shader.
    Ideally i would like...
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    Re: Texture Array Seam

    Awesome! I got it to work now, thanks!
    Just for the record, in case someone finds this post when having a similar problem, it was just "textureGrad" not "textureGrad2DArray".
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    Re: Texture Array Seam

    Ah, OK!
    So this is how i understand it:

    With GL_REPEAT and no fract, one sample coordinate is maybe 2.9 and the one next to it 3.0.. a difference of 0.1 ... the derivatives are constant, and...
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    Re: Texture Array Seam

    But if that's the case, why does it still work properly with GL_REPEAT then?
    I didn't show that in the screenshots or the shader code, but if i use -different- texture-array indices it still works...
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    Texture Array Seam

    I was experimenting with texture-arrays and i got a weird seam between the texture-array pages i was rendering.
    Basically i'm rendering a square polygon with texture coordinates ranging from 0,0 to...
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    Re: Texture problem with VBO

    Although you didn't supply the definition of your data, I have a gut feeling the following pieces of code are the cause of your troubles:
    "sizeof(stCoor)*header.num_tris*3" and...
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    Re: Official feedback on OpenGL 3.1 thread

    ... yet?
    Hmmm, interesting ...
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    Re: About the extension registry ...

    Really? That's odd.

    Looking at the dates in the extensions themselves there seems to be no strong correlation between what position it is in the list, when it was written and when it was actually...
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    Re: About the extension registry ...

    More or less, yes.
    But since enumerations are assigned to a vendor in blocks there really is no guarantee for that.
    It would be nice to bring some more clarity to the extension list through sorting...
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    About the extension registry ...

    It would be nice if the extensions could/would be sorted by date.
    The numbering might be interesting (for whatever reason) to extension developers, but rather uninteresting for users..

    Right now...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    not afaik. I asked the same question, got no answer.
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    So, any news? The BOF was yesterday, but i can't find any news about what was said anywhere...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Too bad the ARB thought it deserved a CONE OF SILENCE.
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Considering that OpenGL 2.0 was actually more like OpenGL 1.7, shouldn't OpenGL 3.0 be more something like OpenGL 1.8?
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    Re: OpenGL 3 Updates

    Oh really? which part of the gazillion different extensions?



    And DX10 had full DX10 level functionality since.. well.. when it was released several years back!



    wait.. are you talking...
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    Re: OpenGL 3 Updates

    If i would've gone to Siggraph this year, I'd go the OpenGL BOF just to BOO at them, and then leave.
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    Re: OpenGL 3 Updates

    Well that's that then. Goodbye OpenGL.
    I'm going to install vista so i can use d3d10.
    Really feel sorry for you linux folks, you got the worst side of the deal.
    sigh.
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    Re: OpenGL 3 Updates

    i second that question! [/QUOTE]

    i .. uh.. third that question!
    Oh, and OpenGL 3.0, is it done yet?
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    Re: OpenGL 3 Updates

    So any news on OpenGL 3.0?
    ... Is it out yet? ;)
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    Re: Model shaders proposal

    well that settles it then, we'll need sound, input and ai shaders too!
  25. Re: GeForce GTX 280... what for us, programmers? :

    Yes, but how would that work with multiple samples? a fragment is not a pixel...

    A blend Shader would be a good idea IMHO though.. the GPU could load in the framebuffer pixels in advance and hide...
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