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Type: Posts; User: Roderic (Ingenu)

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  1. Replies
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    I don't see why we couldn't have something like...

    I don't see why we couldn't have something like VirtualAlloc and VirtualFree, we would still need to type "views" but that's about it.

    I wrote a broad idea of what I consider a good streamlined...
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    Re: Draw predication in opengl

    like http://www.opengl.org/registry/specs/NV/conditional_render.txt ?
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    Re: OpenGL 3 Updates

    M. Rob Barris, what about having a simpler, GL3.0 only spec ?
    (so that we only have things of relevance for people wanting to use the *new* thing alone [ie a forward-compatible context])

    edit:...
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    Re: OpenGL 3 Updates

    OpenGL is DEAD !
    Long live OpenGL|ES !

    Ok, now that we all know OpenGL 3.0 is just OpenGL|ES 2.0 with tweaks, could we have a CLEAN spec for GL3.0 ALONE ?

    (Please get rid of all the junk of...
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    Re: OpenGL 3 Updates

    Pretty much what I heard too, a very long while ago.
    We (video games makers) are not the center of the world, and so OpenGL won't change to our liking just because we want it to...

    It's pretty...
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    Re: Texture subload

    Sorry.
    What does it means - "old texture"?
    Is it connect with glPrioritizeTextures ?

    [/QUOTE]

    The driver might use a LRU cache, an old texture is one that hasn't been used in a while.
    I'm...
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    Re: OpenGL 3 Updates

    OpenGL ES is a nice clean-up of OpenGL, and D3D10 is also a nice clean-up of D3D, I don't really care where OpenGL goes, as long as it moves to get us something better than what we already have.
    ...
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    Re: OpenGL 3 Updates

    Talking about iD Software there maybe ?
    w/o iD there's little future for OpenGL as a gaming API on Windows IMO.
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    Re: OpenGL 3 Updates

    They are still actively working on the next OpenGL version.
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    Re: OpenGL 3 Updates

    Before doing such a move I would advise you to ask your contacts at ATi and nVidia what's going on. You might just get the answer you seek.
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    Re: lit instruction

    Just under the OpenGL logo, Documentation : OpenGL Shading Language, on that page download the specifications & the quick reference guide.

    No GLSL doesn't have that function.
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    Re: No GL3 and no newsletter yet...

    Or maybe it does, and that's the source of the problem.
    Ever noticed that OpenGL is not ONLY for games ?
    In fact it's usage is way wider in other areas than in gaming, which raises the question :...
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    Re: Hardware Skinning

    ARB_vertex_blend for fixed function, otherwise you may use a shader.
    (http://www.opengl.org/registry/specs/ARB/vertex_blend.txt)

    Most open source engines should have sample code, ask google also,...
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    Re: OpenGL 3 Updates

    Keep up the good work, we've (at least I) been waiting for a complete OpenGL rewrite for a very long time now, hence the lack of patience some/many exhibit now...
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    Re: OpenGL 3 Updates

    I expect it Q1 2008 with drivers.

    The calm before the storm...

    We all know it's coming, but I agree it's becoming annoying to have to wait in silence with only the echo of our own voices......
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    Re: OpenGL 3 Updates

    A little bird told me Q1 2008.
    (Told me so mid november)
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    Re: GL3 and matrices

    I'd rather go 100% matrix free, and have everything done through shader's uniforms.
    I doubt we use those functions much anymore anyway...
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    Re: OpenGL 3 Updates

    Did you really expect them to give you a draft of their GL 3.0 specification?[/QUOTE]

    Yes it was very optimistic of me to ask that the community get a -draft- of *Open*GL 3.0 since we didn't get...
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    Re: OpenGL 3 Updates

    I've asked for a draft to have a clue of how things will work and write preliminary implementation/design in existing code...
    But nothing went.
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    Re: OpenGL 3 Updates

    That's Mount Evans, Long Peaks is about targeting NV4x+, R3xx+.
    I would think that if they left alpha test in, it's because they know of some hardware that works that way. (instead of using discard)
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    Re: OpenGL 3.0

    ditto !
  22. Re: id's "Rage" engine, Tech5 is OpenGL based

    http://slashdot.org/comments.pl?sid=302231&cid=20671657
  23. Thread: FBOs

    by Roderic (Ingenu)
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    Re: FBOs

    When you have more than a single RenderTexture, say a dynamic env cube map, some shadow maps (more than one light), you'd better have one FBO for each conceptual thing.
    (ie one light's shadow map is...
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    Re: GL3 and texture binding

    The slide in the PDF is clear about that:
    http://www.khronos.org/developers/library/2007_08_siggraph/siggraph-2007-bof-shading-language.pdf
    page 18

    // ONLY uniforms, but...
    // no samplers...
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    Re: GL3 and texture binding

    something like

    glUniform1iARB( texture_location, texture_handle );I think.
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