IMHO, Instead of making multiple versions API (GL2, GL3, GL4, GLES, GLES2 and other), can use profiles - one API, many profiles. Like this:
GL_CONTEXT_GL2_HARDWARE_PROFILE_BIT_ARB - for DX9 hardware...
Type: Posts; User: Executor
IMHO, Instead of making multiple versions API (GL2, GL3, GL4, GLES, GLES2 and other), can use profiles - one API, many profiles. Like this:
GL_CONTEXT_GL2_HARDWARE_PROFILE_BIT_ARB - for DX9 hardware...
layout(std140):
Name: matLocal
Index: 2
Offset: 0
Size: 1
Name: matMVP
Index: 3
Bad advice...
sizeof() doing in compile time...
No difference...
~30 batches per frame
w/o UBO (using glUniform*) - ~250 FPS
I try MapBufferRange later, tnx...
I have update drivers to 191.07 WHQL:
w/o UBO - ~250 FPS
w/ UBO - ~240 FPS
Result is better...
In example from spec used glBufferData:
void render()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
...
I try use UBO, but i have poor performance with him.
Code w/o UBO:
mat4 matLocal = ...;
mat4 matMVP = ...;
vec2 uvBase = ...;
vec2 perlinMovement = ...;
vec3 localEye = ...;
I want use core functionality only, but i forced use extension too, because core not have needed functionality. This is sad.
Rob explained this here. [/QUOTE]
Waiting OGL4 for features ten years ago? So stupid... :(
Where anisotropy in core? :(
Up... Can somebody explain about anisotropy? Why not in gl3 core?
Why anisotropy filtering not in gl3 core?
Up... Bug not fixed...
!?!?
Yes...
I report about this on bugzilla, I hope soon ARB correct bug...
From spec:
New Procedures and Functions
BOOL wglSetStereoEmitterState3DL(HDC hDC, UINT uState)
#ifndef WGL_3DL_stereo_control
#define WGL_3DL_stereo_control 1
#ifdef WGL_WGLEXT_PROTOTYPES
extern BOOL WINAPI wglSetStereoEmitterState3DL (, HDC, , UINT);
#endif /* WGL_WGLEXT_PROTOTYPES */...
- Dummy context for ogl3. :(
- Extension mechanism must be useful for extensions, but not core futures. Core futures must be initialise like nix.
p.s. sry 4 bad eng...