Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Rob Barris

Page 1 of 12 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    58
    Views
    70,716

    Re: Official feedback on OpenGL 4.2 thread

    By repeating this process over time, the feature set will asymptotically approach your needs!
  2. Re: How query the names of members of a uniform block?

    A uniform buffer can also be used to transmit multiple sets of uniforms to be used by the same program on a series of draw calls.
  3. Replies
    5
    Views
    2,811

    Re: GL3.3+ Instancing and VAOs

    The key point I was making, and this may or may not apply to the OP here, is that if you have a source of modest sized, dynamically generated, chunks of vertex data that need to be transferred, you...
  4. Replies
    91
    Views
    126,086

    Re: Official feedback on OpenGL 4.0 thread

    The latter. The binary shader approach in GL 4.1 is not a distribution format. It enables you to cache a compiled shader for re-loading at a later time on the same machine. OpenGL is free to deny...
  5. Replies
    36
    Views
    31,126

    Re: NVIDIA releases OpenGL 4.0 drivers

    The ease of implementation is low if your source doesn't nest includes, and particularly if your source doesn't bracket #includes with #ifs based on expressions. Bring those idioms into the mix and...
  6. Replies
    6
    Views
    4,952

    Re: Mac OS X 10.6.3 New Extensions

    Line up 20 OpenGL apps and test them before and after an update, and you'll usually get a mixed bag.

    The stuff I am working on loves 10.6.3.

    Re x-Plane 9, why not ask Ben ? ...
  7. Replies
    42
    Views
    28,304

    Re: OpenGL3 and Mac

    Which feature were you looking for ?
  8. Replies
    64
    Views
    43,199

    Re: AMD Releases OpenGL 4.0 Drivers

    OTOH your style is somewhat predictable !
  9. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    It's a trade off isn't it...
  10. Replies
    31
    Views
    56,330

    Re: NVIDIA releases OpenGL 3.3 drivers

    Bingo
  11. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    Some members of this forum did some tests on their own and report 2X performance included in a detailed explanation on how they did they test. It's not 7X but still great.

    My personal opinion is...
  12. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    Scientists do. I imagine the guys working on Folding@home are frothing at the mouth... [/QUOTE]

    Folding@Mouth!
  13. Replies
    74
    Views
    47,777

    Re: New GL spec means: new begging.

    Well, who can argue with a polite request like that.
  14. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    UBO can solve some of those problems if you have a common group of uniforms that can be stored together?
  15. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    So, say they all support GL 3.3, and they all support the GL4-class extensions that can work on those chips. Is that a usable combination for the apps that don't need double precision, but do want...
  16. Replies
    79
    Views
    71,780

    Re: Separate sampler state from texture state

    If the ability to express sampling setup separately from texture objects was a capability being delivered only for those class of parts, you might have a point. This turns out not to be the case.
  17. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    I think the value of DSA when used on an MT driver has to do with these issues:

    a) MT drivers don't like it when you query and may inflict big delays on your thread.

    b) Currently, you have to...
  18. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    I've advocated for having more core releases because it clarifies the work that each implementor must sign on for in order to keep pace. IMO in the past there were too few core releases and way too...
  19. Replies
    79
    Views
    71,780

    Re: Separate sampler state from texture state

    Implemented.
  20. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    Because none of them are responsible for it. ATI's drivers are OK, and NVIDIAs are pretty good. The problem is Intel. Their drivers are terrible. And if you're making casual games, you want to be...
  21. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    Can you elaborate on "dropped" ?

    DX11 cards still need to be able to run DX9/DX10 software, so I don't see how this feature could be cut from silicon unless it has simply become another...
  22. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    If you have any more ... constructive ? detailed ? ... thoughts to add on that topic, could you type them in here?
  23. Replies
    183
    Views
    236,631

    Re: Official feedback on OpenGL 4.0 thread

    The bad news is that not every release will have every feature that every developer wants. The good news is that the releases are now spaced by months rather than years.. (...
  24. Replies
    46
    Views
    39,339

    Re: VBOs strangely slow?

    There are two kinds of invalidation that MapBufferRange can do, and they have very different purposes.

    One is tied to MAP_INVALIDATE_BUFFER_BIT in the access parameter to MapBufferRange. This...
  25. Replies
    46
    Views
    39,339

    Re: VBOs strangely slow?

    I'm just wakin' up :)
Results 1 to 25 of 299
Page 1 of 12 1 2 3 4