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: Michael Gold

Page 1 of 7 1 2 3 4

Search: Search took 0.00 seconds.

  1. Replies
    2
    Views
    1,982

    Re: VBO remembers theirs offsets ?

    The context remembers both the buffer and the offset. After calling VertexAttribPointer, both the offset and the buffer are latched in the context. You can now unbind the buffer.

    Next time you...
  2. Replies
    13
    Views
    7,626

    Re: FBO - texture_2D_array problems

    You don't need to create dummy data... a NULL data pointer is sufficient for creating a level.
  3. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    This should work fine Hampel. When you create the pbuffer context, add it to the share group during creation instead of separately later. Here's the problem we're trying to avoid:

    Create and...
  4. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    The notion of changing a shareList after context creation is troubling. What happens to any objects which have been created between context creation and joining a shareList? No, setting the...
  5. Re: OpenGL don't work with Trainz on Intel Mobile 965

    I'm guessing that's the address returned by GetString. Its a pointer to the version number in ascii, not a numerical value.
  6. Replies
    1
    Views
    2,268

    Re: OpenGL ICD Development Kit

    You have to license this from Microsoft, assuming they are still granting ICD licenses.
  7. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    CLAMP_TO_BORDER and TEXTURE_BORDER_COLOR are not deprecated. This was a spec bug which will be corrected in an updated 3.0 spec.
  8. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    In order to do this reliably, moving the data and remapping the PTEs need to happen atomically. I don't see a way to do this for arbitrarily large buffers.
  9. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Yes, its a decent list and probably not far off.

    I'm thinking about the proposal of "flush as good as unmap". We've already gone past my comfort zone (that happened when we introduced the...
  10. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    In theory, keeping the FBO static can help. Unfortunately textures are mutable, so the implementation may need to check if any attached objects are dirty even if the container (FBO) itself is not. ...
  11. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Probably wishful thinking.

    If you really want to be heard you are encouraged to join Khronos - even at the non-voting level you may participate in the debate and may influence the outcome. We...
  12. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    CatDog -

    Its a good question - Honestly I'm not sure the best mechanism to ensure you are "heard" by the right people. I was going to suggest developer support but their focus is different. Let...
  13. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    The fact that different vendors may disagree on optimal paths is hardly specific to OpenGL. There are some common sense optimization tricks which should work well on most implementations. The...
  14. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Korval,

    There are plenty of commercial applications which depend on OpenGL. If this wasn't the case, no vendor would continue to support it, not even my employer. As imperfect as OpenGL may be,...
  15. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    For what its worth I will offer an apology for the silence. As you might imagine the decision to change directions was not without contention, and the ARB didn't want to say anything publically...
  16. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    My vision for LP was to remove the "wrong choices" from the API so such documentation would be unnecessary. While deprecation addresses some of this (e.g. don't use feature X because its going...
  17. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    GL3 failed to instantly remove legacy features, but all is not lost. Bear in mind that no vendor was likely to drop support for 2.1 anytime soon, so that burden wouldn't have suddenly disappeared...
  18. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    There are two advantages of using multiple instances of objects like VAO and FBO. First, you avoid some of the API overhead by binding a single object instead of making multiple API calls to achieve...
  19. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Not so. Like most developers, id and Blizzard want the largest possible market and therefore need to support at least the previous generation hardware; therefore 3.0 will not be *required*. But I...
  20. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Not quite true Rob. State could not be edited - but data could. For example if you want to read or write buffer data, GL2 requires that you bind it first. LP did not.
  21. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Why, the ARB of course. And that's all you're getting from me, unless you want to write me a really, really big check. ;)

    But seriously, Barthold already explained what happened here.
  22. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Not only can 2 and 3 co-exist on the same computer... they can co-exist within a single application! If/when a future version breaks backward compatibility, legacy code can continue to run, and you...
  23. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    In theory you're right, in practice (NVidia drivers 175.16 and 177.89) you're wrong. Try it. Then go and shout at your driver writers ;) [/QUOTE]
    Confirmed that this bug exists in those drivers and...
  24. Replies
    622
    Views
    3,663,972

    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    This is incorrect. The size and position of the blit rectangle are definitely used. The restriction is that the source and dest sizes must match, i.e. you cannot downsample and rescale in a single...
  25. Replies
    1,723
    Views
    16,820,281

    Re: OpenGL 3 Updates

    No, it means its an extension to 3.0 (i.e. requires 3.0-capable hardware).
Results 1 to 25 of 172
Page 1 of 7 1 2 3 4