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Type: Posts; User: mcraighead

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  1. Re: limits of VBO index array length/ geometry cutted / bug ?

    This is correct. It is the driver's responsibility to handle indices above the hardware's limit correctly.

    You can assist the driver quite a bit here by using DrawRangeElements instead of...
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    Re: announcement

    Unlikely... I have barely had time to visit here in the last few months anyhow, if you haven't noticed.

    - Matt
  3. Re: Does not Support EXT_paletted_texture on GeForceFX?

    You might be surprised at how much it can cost to support some features.

    - Matt
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    announcement

    As of Friday, I'm no longer working in the OpenGL group at NVIDIA. I'm still working at NVIDIA, but in a different role. (And no, it's not D3D.)

    The reasons for my move are personal and don't...
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    Re: [OT]: BIG TIME...

    You *are* just asking for a flame war, aren't you. http://www.opengl.org/discussion_boards/ubb/smile.gif

    A few years back I wrote a letter to the editor to "Login" magazine (Usenix journal)...
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    Re: ARBvbo posted

    I don't believe this is accurate. Our drivers have been able to recover from modeswitches (including color depth switches) for years now. That includes both Win9x and NT in all its variants -- NT4,...
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    Re: OT - 3DMark 03

    Actually, funny enough, I had/have little to no idea what our level of interaction is. All I know is what the web page says...

    - Matt
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    Re: NV_half_float

    The conversion is not as simple as has been suggested here -- it's fairly messy.

    Isn't the answer "GLhalf"? Or, if you want to be fancy, a C++ struct that contains a GLhalf data element and has a...
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    Re: OT - 3DMark 03

    dorbie,

    As for the screen capture, it's rather ill-specified how some of this is supposed to work. Microsoft has not ever specified, and is not likely to ever specify, how GDI interacts with AA. ...
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    Re: OT - 3DMark 03

    Correct, the screenshots that several websites posted were pretty much worthless. We would render with 2x AA, and their screenshot would only grab a single sample of the two. So it's no surprise...
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    Re: OT - 3DMark 03

    No, I didn't say that. You misinterpreted what I said to imply that.

    It's a bigger hit, but still significantly reduced from other chips.

    - Matt
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    Re: OT - 3DMark 03

    I haven't heard anything about a bug like that.

    I don't know about "free" AA, but we've definitely reduced the performance hit for AA a lot. I've often seen a 10-20% perf drop for turning on 2x...
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    Re: OT - 3DMark 03

    Also, as for that thing about adding degenerate quads... yuck!!! We've learned a lot about how to do shadow volumes since then.

    - Matt
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    Re: OT - 3DMark 03

    "Extortion" is a rather strong word, but it is interesting to read their page on their beta program.
    http://www.futuremark.com/betaprogram/

    I have absolutely no idea what the membership...
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    Re: VAR - Abnormal program termination

    You can disable the VAR without flushing, so there's no excuse for leaving it turned on when you are playing your vertex arrays into a display list, if those vertices are in the VAR.

    But why in...
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    Re: VAR - Abnormal program termination

    For vertex array calls, yes, they must. Immediate mode, no. Vertex array into a display list, the spec would imply yes.

    The driver can't efficiently check this condition, and program termination...
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    Re: VAR - Abnormal program termination

    If VAR is enabled, your vertices *must* be in the VAR.

    - Matt
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    Re: OT - 3DMark 03

    I don't think we've ever advocated using vertex programs for this particular purpose... there are a lot of things they're good for, but this is not one of them!



    I don't know all the details...
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    Re: OT - 3DMark 03

    Nah, it's actually quite a bit different, and really bizarre, in fact... the following is how someone described it to me.

    Apparently they project *every* edge of *every* triangle. So...
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    Re: Using multipass rendering for speedup

    I've had this argument before with Evan, but I still can't fathom this advice to use LEQUAL rather than EQUAL when you mean EQUAL.

    EQUAL is at least as fast as LEQUAL on all NVIDIA hardware. ...
  21. Re: ATI , GL_EXT_texture_rectangle ? 7xxx series

    The "EXT" extension is exactly the same as the NV extension, although it isn't in the extension registry. We're not planning on supporting the EXT name for it, since this would just create potential...
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    Re: VAR: FF vs Shader Performance

    Also, I'd recommend that some of you really ought to study up on your economics -- if, for nothing else, to get a leg up in understanding what goes on in the world of business.

    "It is not from the...
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    Re: VAR: FF vs Shader Performance

    No, there are very good reasons why this is frequently completely impractical.

    The two biggest reasons are:
    - ARB extensions are, by necessity, designed by committee. Design by committee makes...
  24. Re: strange but nice behaviour of GL_COMBINE_ALPHA mode on a GeForce 4 Ti

    I fixed this bug on 10/28 (SRC_COLOR/ONE_MINUS_SRC_COLOR erroneously allowed for alpha operands). Drivers built after that date will include the fix.

    - Matt
  25. Re: NV_OCCLUSION_QUERY extention for occlusion culling

    In most realistic app scenarios, I'd expect that there would be little/no synchronization overhead -- if you issue more than a few queries, the HW probably won't go idle.

    - Matt
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