very good proposals, we really need something along nvidia's bindless graphics, where we can do lightweight changes of pointers (buffer + offset).
kRogue's functions would be ideal, but...
Type: Posts; User: CrazyButcher
very good proposals, we really need something along nvidia's bindless graphics, where we can do lightweight changes of pointers (buffer + offset).
kRogue's functions would be ideal, but...
if I recall correctly point sprites have a maximum size and are culled when the center point is clipped (or used to). So GS provides greater flexibility.
the graphics driver does provide the opengl driver automatically, users will not have to do anything.
in your application you query whether the driver exposes the functionality needed (via...
easiest way to make use of later opengl versions is using opengl extension managing libraries, e.g GLEW. Through them you can get the function pointers and enums you need. (or you do manually via...
great work, with the separate shaders and binary shaders finally around! Good to see the match of dx11 now, I guess the only major thing missing is the threaded resource manipulation.
someone...
very happy about separate shaders as well, but indeed point 2) "by resource" would allow a convenient workflow with transform feedback, as was provided with the first NV extension.
1) would be...
awesomeness!
thanks,
btw is there a legal reason there is no "offline" download, but one has to generate it oneself from sources?
for offline use it would be nice and more user friendly if there was a...
hi, I've used the same technique on ATI hardware, in my case a good old radeon 9600 just fine. So the technique itself shouldn't be the issue with ATI, or at least was not back then.
can you use shaders for this project?
if so, you could map a 1d texture without interpolation and with distinctive color changes along the height. That would colorize everything in different...
have a look at the extension
http://www.opengl.org/registry/specs/ARB/texture_env_combine.txt
SRC_ALPHA is the alpha value of the operand and SRC_COLOR is the RGB value. In the "alpha combiner"...
great work on that wishlist there Groovounet, I second your last 3.4/4.1 list.
Personally I would prefer the separate shader (explicit attribs) stuff first, as I miss that most from working with...
sweet, any ETA for Cg support on NV_gpu_program5 and related?
Thank you very very much for the new drivers sub-forum! Finally one good place to dump bugs,feedback and praise!
I agree to look in the future now. OpenGL vs dx9 on dx9 class hardware (most intel integrated stuff) was clearly lost, FBO came too late, GLSL was also a bit dogy compared to the dx9 sm3 (and even...
very nice work and keep up the great pacing (thanks for #include and transform_feedback3)!
sampler objects look good to me (same as dx10 I think).
I would have hoped that...
if you have the dotproduct combiner available, you can do (which swaps t0,t1)
U0: T0 dot (1,0,0) passed as const color
U1: T1 modulate
nvidia aliases generic attribs with classic attribs such as normals...
in the gpu/vertex program... extension the pairs of matching generic attrib ids and fixed function attribs are listed.
...
more control over multi GPUs offers this extension
http://developer.download.nvidia.com/opengl/specs/WGL_nv_gpu_affinity.txt
hehe yeah, university research doesnt seem to have a lobby for them, no success on dev forum either ;)
However I found just contacting certain nvi staff/researchers directly quite successful and...
an alternative to transform feedback (which likely is the optimal way I guess) would be rendering the attributes alone into a rectangle float texture.
then either using this texture for the...
there is no "simple" solution, that means there is also no "best way" on which you are on the safe side for every purpose (3d, topdown..) for every hardware generation.
The best thing for you to...
Primarily I work on a versatile 3d engine for games & applications. Focus on rapid tooling/prototyping for games & serious work, hence luxinia uses Lua mostly (core engine written in C). So far...
you probably missed the two posts about the HD 2400 and HD 4870?
Korval you spoiled child ;)
this is great news, didn't expect this so quickly
does anyone know how far "back" those extensions go, ie what minimum ati hardware for each the driver supports?