It is not common practice for APIs to provide the user with a list of all objects he has created so far. For example, you can't query about which are all open files your process currently hold (well,...
Type: Posts; User: l_belev
It is not common practice for APIs to provide the user with a list of all objects he has created so far. For example, you can't query about which are all open files your process currently hold (well,...
Every 3D app also for example loads textures form files. Does this mean file input/output functions should be added to opengl too?
My opinion is that opengl should stay narrowly specialized in it's field, that is, interface to 3D graphics hardware. It is big and complex enough as it is. If we must have some kind of standard font...
Or fls(width|height) if you want to work with ints only (fls is 'find last set bit')
Or just calc it by hand:
int levels = 1;
while ((width|height) >> levels) levels += 1;
I myself thought that 1 blit more would be nothing, but it turned out it does have noticeable impact on lower-end hardware. It's nothing spectacular and certainly not a show stopper, but still it...
you have the source, feel free to test with QueryPerformanceCounter, queries and whatever you like. the results i got were telling enough for me
both d3d-present cases did about 1000 fps on my...
here is the test source if someone is interested to try it
change "mode" to select among the 3 cases i mentioned - see the comment
ah, also "start" is the program entry point (i set that in the...
Hi,
First I will describe the problem.
As we know the default framebuffer (0) is remnant from the past which for some mysterious reason opengl is still dragging along like a bag with stones.
It...
I guess it is a matter of policy for them and they wont do it. Are they are really trying to promote their expensive quadro line with this? That seems silly to me, but what do i know.
I find it...
Hi,
I discovered a way to trick the nvidia driver to use any chosen by you nvidia gpu from the available on the machine.
It works but unfortunately it has a brief visible to the user side effect....
Why are you worried about the possibility of changing the display format every frame? After all during single frame the application itself can switch the colorbuffer format by using FBOs and/or do...
@Alfonse: I dont think adding "viewable renderbuffers" would complicate the wgl or any other gl-glue-api. For example it can be done this way:
We already have mechanism to create gl contexts with...
@kRogue: I assume by Illian you mean me?
One more point, we could also have "viewable" textures by e.g. substituting glTexStorage2D with another special non-gl function.
We could use them for both...
my opinion is that the default FB should go. it's useless remnant from the pre-fbo times.
a while ago i gave some example about how this can be done and recently i learned that apple have done...
A "view of a texture" would imply that it is NOT a texture itself but something different that references a texture (as in d3d).
But the new objects we have are really textures on their own right...
It seems they actually added this functionality in 4.3. They did it in somewhat more complex way than what I was hoping, but it's still better than microsoft. At least we don't have new kind of...
I was not arguing that their views are a bad implementation, but that they are useless in principle :p
Anyway there is really no point to argue over this, doesn't matter.
I only hope the GL design...
in d3d you create render target view by specifying texture and region in this texture, i.e. face for a cube texture, a slice for a 3d texture and array texture, etc. then bind the view as render...
What you say does not appear to be the case. The create functions are CreateBuffer, CreateTexture2D, CreateTexture3D, etc. There is no CreateGenericStorage or something like that.
Next, i don't see...
I don't know what was the purpose of the views that d3d designers had in mind (im not even sure if they had anything in mind at all), but the mutability of the texture formats is the only real...
As it is now, the texture format is not so well-defined because it is specified separately for each mip. The texture is considered complete if all mips have the same format, but after that the user...
In the newer d3ds (10 and up) there is a mechanism whereby one can effectively change an texture format - it is called "views" there.
This is hardly one of the more useful features. Actually I only...
@ Dark Photon: that would do, yes. I don't mind that way or the other, just want to be able to use includes :)
@ malexander: ARB_shading_language_include would be good enough too, only if it was...
I would like to see support for #include too. this means you must be able to specify a callback function to be called on each #include which will fetch the included file's text to the GLSL compiler....
The coil near the CPU is part of the CPU's power supply system. Some semiconductor switches pump current into the coil at frequency which depends on the load. When the CPU is not idle it consumes...