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Type: Posts; User: cass

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    Hooray! I don't have any questions. ;-)

    Hooray! I don't have any questions. ;-)
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    star3map open source iPhone/Mac app

    This app is a good beginner app for drawing stars, planets, and text labels, using transforms, etc. Much of it is available under BSD license.

    http://www.xyzw.us/star3map

    I'm happy to answer...
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    Re: Official Bindless Graphics feedback thread

    Being virtual doesn't mean completely unconstrained, I agree, but the virtual address space of modern GPUs is in the terabyte range.

    Agreed that giving the virtual address does add restrictions...
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    Re: Official Bindless Graphics feedback thread

    bertgp, the gpu address is virtual. The virtual address can be constant without making the physical address constant.

    This looks like a really good set of extensions.

    I particularly like that...
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    Re: OpenGL 3 on Windows 7

    It was not at all clear during Vista development whether Microsoft would actually support the ICD model for OpenGL under Vista. In early development it definitely was not supported, and this is why...
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    Re: Siggraph Asia 2008 slides suggestions for Open

    I don't object to that approach, Jan, as long as it's carefully thought through, and not just a philosophy based on vague platitudes. So what functionality would you explicitly remove from DLs to...
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    Re: Siggraph Asia 2008 slides suggestions for OpenGL

    In an organization the size of NVIDIA, there will be different ideas about the right way forward for OpenGL.

    I agree with Mark that display lists should be improved, not eliminated. In a world...
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    Re: Support for precompiled shaders not needed !

    Precompiled opaque shader binaries are a simple solution that would have been easy to implement and use if any implementors had deemed it worthwhile. Often programs have some existing pipeline state...
  9. Thread: Newsletter

    by cass
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    Re: Newsletter

    With Cg, you can compile to and load from "object" code. This can't be true object code until somebody supports an OpenGL precompiled binary. (It could be a vendor extension to start.)

    We...
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    Re: GL 3 & D3D: The War Is Over

    In desktop discrete and high-end consoles (users that care about 3D graphics at all), I think you can argue pretty convincingly that tilers have not been successful to date. In the low end and...
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    Re: GL 3 & D3D: The War Is Over

    Programmable blenders have been difficult in the past in many architectures because GPUs have very deep pipelines, and one natural design is to tie blenders closely to the memory interface.

    People...
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    Re: Talk about your applications.

    Rob, if you're content to use float4's for all input parameters, why wouldn't bindable-uniform be sufficient?

    Your program could just include a #define to convert the name you want to use in your...
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    Re: GL 3 & D3D: The War Is Over

    It's unclear how quick the transition will be. An abrupt transition would favor Intel, while a slower one would be better for NVIDIA and ATI. Consoles could dramatically accelerate the transition...
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    Re: GL 3 & D3D: The War Is Over

    I think you've hit the nail on the head, Rick. The next generation of rendering technology is much more likely to be licensed via engines and evangelized via open source implementations than...
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    GL 3 & D3D: The War Is Over

    dor00 posted this link on a different thread, but I thought it was worth it's own futures discussion here.

    http://www.tomshardware.com/reviews/opengl-directx,2019.html#

    I think this is an...
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    Re: OpenGL Next via OpenCL

    V-man, I don't think there's any reason to build the "conventional GL" atop CL. But for a new graphics system that is radically more flexible than GL3, CL may be a better foundation. Obviously, I...
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    Re: OpenGL Next via OpenCL

    It's a very subjective question. I don't especially like it, but then that's just my personal opinion.

    Certainly it will be the most convenient adoption path for some developers simply by virtue...
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    Re: OpenGL Next via OpenCL

    The thing that's weird about DX11 compute (or adding a GLSL compute shader to OpenGL) to my mind is that it enshrines this notion of a split personality device, graphics and compute, into the 3D...
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    Re: OpenGL Next via OpenCL

    Let's not make this a semantics argument, Korval. Clearly you know what was meant was a "general purpose API that supports graphics". Back in 1992 OpenGL was formulated to be the thinnest possible...
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    Re: OpenGL Next via OpenCL

    Hi Timothy,

    Current hardware has definitely not addressed the problem of an efficient general purpose API for graphics. And it won't unless that's an actual goal. It is pretty clear that...
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    Re: OpenGL Next via OpenCL

    Hi Rob,

    I do understand that, however, observe that CUDA comes from the company with the best OpenGL implementation available, and it's clearly not a viable replacement for OpenGL. So overlap...
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    Re: OpenGL Next via OpenCL

    And in case it's not clear, I think this direction for OpenGL Next shouldn't make any effort to be backward compatible. People have certain expectations in naming though, so perhaps a name like...
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    OpenGL Next via OpenCL

    One of the reasons I was ok with what GL3 eventually became was that OpenGL did not need the distraction of a major refactoring of the existing graphics abstraction on the cusp of that abstraction...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    This is a tricky thing. If you are officially acknowledged as a representative of your company or the Khronos OpenGL ARB WG more people want to be involved in what you say and how you say it.
    ...
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Agreed that the signal-to-noise has been a little lower than normal since SIGGRAPH, but it's going up. Also I think a lot of ARB members read posts here, though from the frequency of their posts...
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