Indeed there is. When you swap buffers, you are saying that everything before belongs to the current (or rather, last) frame, whose definition is now finished. Everything you're telling the driver...
Type: Posts; User: thomas.d
Indeed there is. When you swap buffers, you are saying that everything before belongs to the current (or rather, last) frame, whose definition is now finished. Everything you're telling the driver...
In a very general way, one could probably see it as "threads". Though I would not like to think of it as "preemtive multitasking". Rather, it's some form of cooperative multitasking. The "main...
It's not about threading, though. You can already do threading just fine using shared contexts, just not in a "healthy" way that doesn't negatively affect you.
Changing thread priorities wouldn't...
An alternative (probably easier to implement -- but not what I would prefer, since it would require shared contexts, extra synchronization, more resources) might be being able to mark an entire...
Problem:
Currently, you have no way of telling/hinting the GL (or the driver) which of your commands are important (real time critical) and which ones are not. You want to keep the command queue...
That one looks great, thank you for the link (and for the work!).
(Now of course, such a thing needs to be maintained, and it doesn't really help if a single person is running after the entire...
Yes, I am aware that the spec file will not be migrated to a comprehensive, parseable format (XML?) during the next two decades. :-)
However, it would already be a great improvement if the spec...
ARB_instanced_arrays was made a new core feature in OpenGL 3.3.
However, in gl.spec, VertexAttribDivisorARB is not aliased to VertexAttribDivisor. Is there a reason (such as is the case with...
Oh duh... I should learn to read better. This last paragraph explains it, thank you. :)
I am creating two shared contexts, and use the same function pointers (from wglGetProcAddress) for both, which seems to work.
However, as by the wording "address of an OpenGL extension function for...
A blend shader should work much like a fragment shader, running immediately after the former.
The blend shader's input is the fragment shader's output as well as the frame buffer's pixel value. The...
I've encountered a little problem initialising ARB_instanced_arrays. The spec file says
void VertexAttribDivisorARB(uint index, uint divisor); so I expected that "PFNGLVERTEXATTRIBDIVISORARBPROC...