From GL_EXT_direct_state_access (not some pie in the sky GL proposal):
"1 11/20/07 mjk Initial version"
That's not a half of a decade ago when THIS extension started.
Like I have...
Type: Posts; User: SirKnight
From GL_EXT_direct_state_access (not some pie in the sky GL proposal):
"1 11/20/07 mjk Initial version"
That's not a half of a decade ago when THIS extension started.
Like I have...
Part of that is due to the time it takes from something to be implemented in the driver to the time it makes it into a release branch then out to the public. It usually takes months for something to...
Did you miss the part of the "direct_state_access" that said, "This extension is written against the OpenGL 2.1 specification." Therefore, it does not provide entrypoints for VAO and other 3.0...
See that's the thing. The driver ALREADY did "direct state access" internally. So implementation was quite "simple" compared to other extensions. I would find it surprising that ATI's driver does not...
What he means is on the hardware that supports the extension.
Actually the main purpose of this extension (I know this first hand since I work with Mark Kilgard) is to eliminate the performance...
Don't be so sure of that. Don't you think it would be a little odd that both NVIDIA and ATI just happened to support the exact same features with the same specs if DX10 had nothing to do with it?
...
Golgoth, I see you have met knackered. :D
Don't worry though, we've all had our own "conversations" with knackered at one point. :p
This is an interesting topic, despite all the mud...
For me OpenGL has been working quite well under Vista and a 8800 GTX. (Of course I've had Vista G80 drivers for quite some time ;) .
I've ran Doom 3 and not only does it run well, everything...
Are you having a particular problem with the glsl profiles?
The only thing you should have to do is use glslv and glslf as the profiles after the compile part in the program state assignment.
A...
You could use virtual texture mapping. Or if it's for terrain, clipmapping (MegaTexture! :) .
The hardware's texture size limitation isn't stopping John Carmack so it shouldn't stop anyone else. ...
Hmmmm...it's interesting in that I could have sworn I tried that and got an error. Maybe I had a typo and didn't realize it.
Anyway, that's great news! :)
His room isn't a box.
It's a shame we have to access his page like this. Sure it's old, but still good IMHO.
http://web.archive.org/web/20041025015343/http://www.ronfrazier.net/apparition/index.asp
Click on Research Projects on the left...
owned! :)
I use the method Humus talks about. Works very good.
-SirKnight
http://nehe.gamedev.net
You can use semantics to specify which texture unit a particular uniform sampler is bound to. Like so:
float4 frag( uniform sampler2D texture : TEXUNIT0,
uniform sampler2D...
Also, this may be of some use: http://download.developer.nvidia.com/dev...ideoeffects.zip
-SirKnight
There's a tutorial on using a video as a texture at NeHe's site. http://nehe.gamedev.net
-SirKnight
OpenGL doesn't have any way to do this directly but you can use FRAPS. http://www.fraps.com/
I think what you're looking for is Pixel Buffer Objects.
If you don't specify which texture unit a sampler is bound to (either in the shader or through the runtime), then the compiler will choose resources for you. Since you have a vertex and fragment...
Try this: http://www.opengl.org/discussion_boards/cgi_directory/ultimatebb.cgi?ubb=get_topic;f=3;t=014233
Here is my C++/CLI code for reference:
namespace MyGL
{
using namespace ManagedGL;
// ------------------------
public ref class InitGL
Alright it looks like that unlike in C#, I have to do this:
GLServer::SelectConfiguration( gcnew GLServer::ConfigurationValidator( &Select ) );
Kinda crazy looking but it works.