No pass required, just come on in!
Barthold
Type: Posts; User: barthold
No pass required, just come on in!
Barthold
Just a quick note that this will be very exciting OpenGL BOF this year. You won't be disappointed I dare to say :-)
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In case you missed it, we now also have a Core profile only reference card for download here:
http://www.khronos.org/files/opengl/OpenGL42-Core-Profile.pdf
The Core plus Compatibility profile...
Thanks to James (our Webmaster), Dark Photon, Groovounet, ZbuffeR and others on working hard on this transition to a new, modern, forum. Great job, thank you!
Barthold
(with my ARB hat on)
PS...
The GDC presentations were focussed on OpenGL 4.1, plus the release of the GLSL man pages (thanks to Graham!). The slides should be up shortly.
As I've consistently said, the ARB is both feature...
Yes I have shown those slides in the past, and tweaked them a bit. If you want to give it a shot and improve upon them, I'll be happy to mail you the ppt file. The whole rasterization stage and below...
Your wish is our command :-) Seriously, here is what I have right now (see attachment). Is this what you are after?
Barthold
(with my ARB hat on)
Chris,
As far as I know there's nothing wrong with GL_ARB_shading_language include. However, as far as I know it hasn't been shipped yet by any of the OpenGL vendors. Before sticking it into Core,...
If you come to the BOF you'll find out for yourself :-)
Jon, as you might know, chairs the Ecosystem group inside the ARB. He's going to provide an update on what the group has been doing.
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We are aware - we prioritized getting the EXTs out over updating gl.spec. It'll be done soon.
Barthold
(with my ARB hat on)
We are aware of this. Until they are updated, you can get some information from the OpenGL Quick Reference Card linked from the opengl.org homepage.
Barthold
(with my ARB hat on)
G80 and higher supports a true 8x MSAA mode. G7x does not, it only supports a true 4x MSAA mode. On windows, the 8xMSAA mode is called "8xQ" in the control panel on Geforce. On Quadro it is called...
Thanks kRogue. We'll take a look.
Barthold
(with my NVIDIA hat on)
I am very interested in hearing more details on how you use this extension, what is good about it and what you are missing.
Thanks!
Barthold
(with my NVIDIA hat on)
James, you need driver 197.44 (not 197.45). You can get that here:
http://developer.nvidia.com/object/opengl_driver.html
Regards,
Barthold
(with my NVIDIA hat on)
Those are not 64-bit handles; they are actual GPU addresses. Even if you completely ignore the fact that the function is called glBufferAddressRangeNV and the fact that the spec constantly refers to...
Thanks guys for confirming the bug fixes.
Barthold
(with my NVIDIA hat on)
With these drivers we also fixed the issues reported with our earlier OpenGL 3.3 drivers. If you were one of the bug reporters, I'd like to know if your issue is indeed now fixed.
Thanks,...
NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is...
Ah yes, index=0 should be allowed (it is the default) and not generate a compiler error. Already fixed, you'll see it in the next driver update.
Barthold
(with my NVIDIA hat on)
> It seams that this drivers doesn't support the "index" qualifier from GL_ARB_blend_func_extended.
Can you elaborate on this?
> At some point my screen running with a GeForce starts to blick
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Regardless of your preference for OpenGL vendor, this is good news for OpenGL. For the viability of the only cross-platform 3D graphics API, both across OSes as well as across a wide range of devices...
Some of you noticed this extension in our recent drivers. Here is the spec.
http://developer.download.nvidia.com/opengl/specs/GL_NVX_gpu_memory_info.txt
As you can see this is a NVX extension...
Skynet, bug was found and fixed. The fix will be in the upcoming driver release. Sorry about that.
Barthold
(with my NVIDIA hat on)
Skynet, we'll take a look.