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Type: Posts; User: Gedolo

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  1. Small suggestion about information about texture format and stuff

    The new format descriptions stuff makes software more reliable, fantastic.
    Something I read (I'm not entirely sure If I read it right but just want to nip any idea about this in the but.) about...
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    Sticky: Would like to see more removal of deprecated...

    Would like to see more removal of deprecated functions and stuff. Cleaning.
    We have Core and compatibility profile now. There is no reason to not remove/deprecate/clean old cruft form the core...
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    Sticky: The compute shaders with the shader storage...

    The compute shaders with the shader storage buffer objects are very interesting. (Calculating data and integrating that data into the graphics pipeline + other direction and doing both in an advanced...
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    Just to add something. I looked at the way...

    Just to add something.

    I looked at the way context creation is done.

    The application should be able to
    a) get major, minor and core or compatibility profile (this is done and good, please...
  5. Okay but do not use an uint for the bit. Use a...

    Okay but do not use an uint for the bit.
    Use a bool or something.
    (Not an object but the primitive type, it gives better performance I think.)
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    Re: GPU-accelerated path rendering

    Make it so it does NOT require compatibility.
    Seriously, make sure it only requires core!!!
  7. Rumours about a rewrite of Opengl specification

    In this webpage:

    http://rastergrid.com/blog/2011/08/an-introduction-to-opengl-4-2/

    the author says:


    Is it true?
    Is the working group going to or planning to make and bring a revamped...
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    Re: Direct State Access

    YOu could also add the lowest previous api version to which the current stuff is compatible too.
    Can do this in drivers.

    Instead of profiles.
    Programs only have to add their OpenGL version...
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    Re: Official feedback on OpenGL 4.2 thread

    No direct state access?
    What does Khronos has against that?
    Just add DSA counterparts of the non DSA stuff.

    And seriously why do they even continue to make this a minor version bump? The...
  10. Thread: GL_EXT_abgr

    by Gedolo
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    Re: GL_EXT_abgr

    I now see what you mean.
    Thought that it was about something else.

    Thanks for explaining.
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    Re: GPU-accelerated path rendering

    Fonts are (in a more limited way) already possible.
    http://code.google.com/p/freetype-gl/

    The little library that uses shaders and other basic building blocks does speak to me as a good...
  12. Thread: GL_EXT_abgr

    by Gedolo
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    Re: GL_EXT_abgr

    What do you mean?
    Without further explanation.

    And with that that extension has nothing to do with endianness is that I mean that the extension is not made to do things with or because of...
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    Re: direct_state_access_memory?

    I have accidental pasted two unrelated pieces of text together that was supposed to be for other forums.
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    Re: direct_state_access_memory?

    Pasted text in wrong topic and forum.
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    Re: GPU-accelerated path rendering

    Another discussion about this:

    Path rendering - OpenGL.org Discussion and Help Forums
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    Re: GPU-accelerated path rendering

    After reading some more.
    Some additional things come to mind while reading
    An_Introduction_to_NV_path_rendering.pdf



    At slide 12.
    It would be better to have functions that allow to change...
  17. Thread: Path rendering

    by Gedolo
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    Re: Path rendering

    @ Mark
    Thanks


    Didn't instancing supposed to reduce the amount of memory used where possible by using one object as a reference for all the instances of that object used?

    It doesn't actually...
  18. Thread: GL_EXT_abgr

    by Gedolo
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    Re: GL_EXT_abgr

    I agree on that, but let us just check the overview of the EXT_abgr extension:



    Based on that, I'm pretty unsure whether implementations supporting the EXT_abgr extension do actually support...
  19. Thread: Path rendering

    by Gedolo
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    Re: Path rendering

    @Mark Kilgard

    I'm trying to say that I want to also make 3d paths where the paths themselves are specified in 3d coordinates.

    I'm happy for the stuff that can be done but I do NOT want to be...
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    Re: GPU-accelerated path rendering

    I would like to have 3d paths please.

    That the paths themselves can be in 3 dimensions.
    Would be nice to be able to build scenes with them.

    Also regarding OpenVG.
    As api it actually wasn't...
  21. Thread: Path rendering

    by Gedolo
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    Path rendering

    NV Path Rendering | NVIDIA Developer Zone:

    Talks about 2d vector drawing in their words path rendering.

    Being able to do 2d paths (and 3d too please, nvidia currently only talks about 2dn...
  22. Thread: GL_EXT_abgr

    by Gedolo
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    Re: GL_EXT_abgr

    ABGR is there because you could put textures and stuff in that ordering that DirectX applications can use.

    Some versions of DirectX have abgr ordering.

    EXT_abgr is not interchangeable with the...
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    Re: Rigorious gamma bookeeping

    Assuming gamma correction of 2.2 is enough is something very dangerous.
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    Re: Rigorious gamma bookeeping

    Gamma correction is about being precise, accurate.

    If you mean that gamma correction means correction to a certain value. Then you have missed the point a little bit.
    I want that the graphic card...
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    Rigorious gamma bookeeping

    In OpenGL there are functions for gamma correction.
    However if you have different sources and want to blend stuff with each other this isn't very handy.
    It would be useful to, for any 1D,2D,3D,......
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