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Type: Posts; User: Korval

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    Re: Talk about your applications.

    Very well.

    First, there's this, which was discussed extensively in that thread. It's an annoyance for any kind of tool where the user has control over the attributes rather than some internal...
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    Re: Talk about your applications.

    Vendors of what? The whole Longs Peak thing was started as a joint venture between nVidia and ATi.



    The problem is that there is no solution. There was only ever one solution: rebuild the API...
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    Re: Talk about your applications.

    But I don't need something specific from GL 3.1. Other people have mentioned the common pain points, and I started a thread in this forum about the only one that is unique to me.

    What I need is...
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    Re: Talk about your applications.

    All I'm working on right now is a generalized shader system that makes writing shaders and reusing shader code easier. Most of my work is in parsing, parse tree transformation, and making sure that...
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    Re: DirectX 11 preview available, impact on OpenGL?

    The idea with the D3D feature is that you can write DX11 code and it will automatically be translated for DX10 or 9 hardware. So any API cleanup you get in DX11 is propagated to lesser hardware.
    ...
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    Re: glUniform is slow?

    nVidia has been known to make "optimizations" where, if you change certain uniforms in certain ways, it recompiles your shader program into a more optimal form. Unfortunately, it's not much of an...
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    Re: Program sturcture for shaders, objects, etc

    How could there possibly be any other way to switch programs besides switching programs?
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    Re: DirectX 11 preview available, impact on OpenGL?

    That's a useful thing for D3D certainly, but only because each D3D version keeps changing the API in non-backwards compatible ways. It's not useful for OpenGL.
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    Re: FBO problem on ATI

    That means that you have done something that is clearly against the FBO setup process. Well, unless ATi's FBO stuff isn't working. But it's just as possible that the older driver wasn't getting the...
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    Re: GLSL Version 1.30 not available

    You're using a beta driver. File a bug report on it and move on.
  11. Thread: ObenJL

    by Korval
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    Re: ObenJL

    Ahh, the mysteries of life ;)
  12. Thread: ObenJL

    by Korval
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    Re: ObenJL

    The only thing I'm defending is the truth. The problem is that you're clinging to whatever scraps of hope for the API that you can justify.

    I wish OpenGL were a better API, a more well-supported...
  13. Thread: ObenJL

    by Korval
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    Re: ObenJL

    Well, since ATi directly controls the quality of 30-60% of OpenGL implementations, I'd say that their opinion on the matter is very relevant. Furthermore, please enlighten us on the alleged...
  14. Thread: ObenJL

    by Korval
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    Re: ObenJL

    My point is that there is a difference betweeen "support for D3D10 features" and "support for all D3D10 features." OpenGL 3.0 has the former, not the latter, and nobody's hiding that fact.


    ...
  15. Thread: ObenJL

    by Korval
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    Re: ObenJL

    So, if you don't support everything, you're considered to not support anything? How does that logic work?

    To be honest, the only significant D3D10 features (note: not API issues; actual hardware...
  16. Thread: ObenJL

    by Korval
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    Re: ObenJL

    Implementation-level communication between the two is, well, an implementation detail. It should not have any effect on the progress of the OpenGL specification. If the development of a...
  17. Thread: ObenJL

    by Korval
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    Re: ObenJL

    Except for all of the other pain points (inability to separate vertex and fragment shaders, the VAO string thing, any of the other things that have been discussed on several threads in this forum,...
  18. Thread: ObenJL

    by Korval
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    Re: ObenJL

    Neither are nVidia's; they're still in beta.



    To be fair, adding functions doesn't create bloat; it's the lack of simultaneously removing the old functions that creates bloat. And...
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    Re: massive occlusion query in FBO

    I'm pretty sure driver developers do not intend you to do a million queries. You should not do a query per point; that's not what they're for.



    It is technically a driver bug, but you are so...
  20. Thread: glFX

    by Korval
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    Re: glFX

    glFX is something that Khronos is playing with, but we have seen no public progress on it. In short, it's the most vaporous of vaporware.

    But it was never part of Longs Peak; it was always a...
  21. Thread: ObenJL

    by Korval
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    Re: ObenJL

    It could have. If LP had been delivered as promised, on time, and with good quality implementations. It would have offered a reasonable alternative to the DX9/DX10 split. But every month that goes by...
  22. Thread: ObenJL

    by Korval
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    Re: ObenJL

    Do you have any evidence that GL 3 meant anything to non-Id/Blizzard game developers?



    Because it's true.
  23. Thread: ObenJL

    by Korval
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    Re: ObenJL

    No game developer is switching to OpenGL. Those who have some particular need to use GL (Blizzard for Macs, Id for Linux) will do so. Everyone else uses D3D and will continue to do so.
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    Re: DirectX 11 preview available, impact on OpenGL?

    Microsoft is always working on a new OS. And that OS will be built on Vista, and it will have the same DirectX incompatibilities as Vista.
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    Re: API Innovision to surpas DX

    What is that?
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