By repeating this process over time, the feature set will asymptotically approach your needs!
Type: Posts; User: Rob Barris
By repeating this process over time, the feature set will asymptotically approach your needs!
A uniform buffer can also be used to transmit multiple sets of uniforms to be used by the same program on a series of draw calls.
The key point I was making, and this may or may not apply to the OP here, is that if you have a source of modest sized, dynamically generated, chunks of vertex data that need to be transferred, you...
The latter. The binary shader approach in GL 4.1 is not a distribution format. It enables you to cache a compiled shader for re-loading at a later time on the same machine. OpenGL is free to deny...
The ease of implementation is low if your source doesn't nest includes, and particularly if your source doesn't bracket #includes with #ifs based on expressions. Bring those idioms into the mix and...
Line up 20 OpenGL apps and test them before and after an update, and you'll usually get a mixed bag.
The stuff I am working on loves 10.6.3.
Re x-Plane 9, why not ask Ben ? ...
Which feature were you looking for ?
OTOH your style is somewhat predictable !
It's a trade off isn't it...
Some members of this forum did some tests on their own and report 2X performance included in a detailed explanation on how they did they test. It's not 7X but still great.
My personal opinion is...
Scientists do. I imagine the guys working on Folding@home are frothing at the mouth... [/QUOTE]
Folding@Mouth!
Well, who can argue with a polite request like that.
UBO can solve some of those problems if you have a common group of uniforms that can be stored together?
So, say they all support GL 3.3, and they all support the GL4-class extensions that can work on those chips. Is that a usable combination for the apps that don't need double precision, but do want...
If the ability to express sampling setup separately from texture objects was a capability being delivered only for those class of parts, you might have a point. This turns out not to be the case.
I think the value of DSA when used on an MT driver has to do with these issues:
a) MT drivers don't like it when you query and may inflict big delays on your thread.
b) Currently, you have to...
I've advocated for having more core releases because it clarifies the work that each implementor must sign on for in order to keep pace. IMO in the past there were too few core releases and way too...
Implemented.
Because none of them are responsible for it. ATI's drivers are OK, and NVIDIAs are pretty good. The problem is Intel. Their drivers are terrible. And if you're making casual games, you want to be...
Can you elaborate on "dropped" ?
DX11 cards still need to be able to run DX9/DX10 software, so I don't see how this feature could be cut from silicon unless it has simply become another...
If you have any more ... constructive ? detailed ? ... thoughts to add on that topic, could you type them in here?
The bad news is that not every release will have every feature that every developer wants. The good news is that the releases are now spaced by months rather than years.. (...
There are two kinds of invalidation that MapBufferRange can do, and they have very different purposes.
One is tied to MAP_INVALIDATE_BUFFER_BIT in the access parameter to MapBufferRange. This...
I'm just wakin' up :)