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Type: Posts; User: glfreak

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    Re: Toward Version 4.3

    How undesired? There may be some optimization/performance benefit and therefore there's a need to keep the option available, but if it's not really the case, then correcting a bad design decision...
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    Re: Toward Version 4.3

    So sacrifice the proper development of OpenGL for the sake of backward compatibility? I thought backward compatibility is already solved by the compatibility profiles?



    I don't think it's...
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    Re: Toward Version 4.3

    http://www.opengl.org/registry/specs/ARB/separate_shader_objects.txt

    A problem that could have been easily corrected by rewriting a little part of the specification instead.

    You see the problem...
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    Re: Toward Version 4.3

    I may be repeating the same ideas...but let me guess something, this forum is for...feature suggestions right? And suggesting something once does not really help much. We need a way to keep the idea...
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    Toward Version 4.3

    Rewrite the specification so that the extensions that are used to patch deficiencies in the current API become needless. How? Rewrite some parts of the spec. Which parts? The shader API in...
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    Re: Are they...dead?

    If I were MS I would take a reasonable path of success at least in the very changing very competitive mobile market, and do support the standard, which is OpenGL.

    Unlike the desktop market where...
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    Re: Are they...dead?

    This is risky, I don't see this happening, there are already giants in the market. Better they support OpenGL. :)
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    Re: Are they...dead?

    How to use OpenGL then on WinRT? What're the alternative calls?
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    Re: Are they...dead?

    I'm not asking you or anyone on this board to do something about it. Take it easy ;)
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    Re: Are they...dead?

    Your confidence explains a lot. :)
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    Re: Are they...dead?

    Yes it's and always has been the case, it's something relative. However, the API is not relatively perfect yet. That's why I'm curious why it's taking so long to polish some stuff instead of...
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    Re: Are they...dead?

    Nothing yet happened. Not even for D3D! I'm wondering what's going on out there? Are they hiding something? No updates, it's like the industry of computer graphics is going dead silently.
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    Are they...dead?

    Any idea how long it's before the next GL version? I'm asking this because I noticed a long delay in the release of any D3D updates since the last one. What's going on? Dead season for the APIs?
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    Re: Curious to who is sticking with OpenGL now...

    I hope we see the following changes to the specification in the next version:

    1) Unless there's a compelling reason to keep it, get rid of the ugly separate shader object/program pipeline hacks. ...
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    Re: Curious to who is sticking with OpenGL now...

    OpenGL took the wrong direction in trying to catch with the recent changes of hardware. And instead of simplifying its implementation, it decided to maintain a backward compatibility
    path to...
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    Re: Curious to who is sticking with OpenGL now...

    Remember one powerful feature in OpenGL is the extension mechanism. They can come up with an extension that makes money: GL_EXT_make_money :D

    But the question is any clue why on earth there has...
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    Re: scrap opengl32.dll

    I agree on the need for trashing the opengl32.dll along with the antique wgl and glX. Time to have a one and only one API for window and context management. For now let the GL SDK provides only the...
  18. Thread: Back to Mesa

    by glfreak
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    Back to Mesa

    I understand that Mobility Radeon X1600 support has stopped long a ago and considered a legacy hardware, so that the focus is the new cards. Well does this means it's my fault not upgrading my...
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    Re: Problem reading file for maze game!!

    Yes this is unfortunately very common here. Well this is the nerdy way! :)



    Even if you ask a very relevant OpenGL question, you will face the same fate of getting "smart comments"-decorated...
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    Re: scrap opengl32.dll

    I completely agree on scrapping the ancient OpenGL32.DLL along with the window-system dependent context management stuff.

    However I think the problem is the mechanics of the window and context...
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    Re: What was wrong with the old API?

    API does not matter now. It did before, at least to me, when GL 1.x was a very straight forward and "clean" compared to another competitor.

    But now APIs almost compete on the same ugliness in...
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    Re: What was wrong with the old API?

    I agree there were very nice features in the old API (AKA compatibility API) that you already mentioned. However, video hardware changed, fixed pipeline becomes ancient, and the API needs to catch...
  23. Thread: Gallium3D

    by glfreak
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    Gallium3D

    What's the status of Gallium3D in IHV driver development?
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    Re: Modern objectoriented approach. OpenGL 2?

    I agree. An object oriented approach is the way to go. This will solve a lot of design problems, driver implementation, and backward comparability issues.
    And this is applicable to both the core...
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    Re: z-axis questions

    Right. But selecting proper values for depth range depends on how far the front and back clip planes are positioned. This is one reason we need to have control over depth range.



    Works but...
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