According to the specification GLsizei is "Non-negative binary integer size", what I understand is the type should be unsigned. But in my linux and windows development environments "gl.h" defines it...
Type: Posts; User: xahir
According to the specification GLsizei is "Non-negative binary integer size", what I understand is the type should be unsigned. But in my linux and windows development environments "gl.h" defines it...
from spec 2.5.10
Even with vertex formats removing buffer object references, I still need to carry vertex format info from my loading thread to main thread in order to finalize my OpenGL...
just out of curiosity, do u set viewport_width uniform?
"glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 640, 480, 0, GL_RGBA, GL_FLOAT, NULL);"
the GL_FLOAT parameter at the end of the method only describes the type of your client side data, such as the type...
Is it possible for GLSL to have some language structs for rendering state modifications? Rasterization state in geometry shader (or in VS in absence of a GS/Tess) or SampleCoverage paremeters in FS...
I really don't know if binding or bindless should be faster or indifferent. But one thing I'm sure about is nvidia drivers are running on another thread and whatever call I make is being routed to...
Need of context creation for multiple threads is because of loading objects from files as I understand. Like 3d model or scene files, or shader files etc. But I have a basic problem about that...
What i actually wanted to mean was shader objects, like you give the type and create it. And use that object when you need it via attaching to program etc. Sync objects are a bit weird actually. You...
From EXT_direct_state_access (For TextureImageEXT etc.):
So, even if the given texture handle(or name), is not generated by GenTextures function it is recognized as a texture!? Or, may be I am...
I was not aware that all features of DX10.1 is implementable on DX10HW (such as viewport arrays or blend state for each color attachment).
Versioning instead of extensions is favorable since we...
@Khronos
GJ for the new specs / man pages and all.
I want to comment on the spec versioning. Hardware brands are named under the version of DirectX (either we like it or not). So we have...
First of all, great job for the releases. It is really good to see covering dx10 features (Indirect draw commands, seperate sampler states ...) and having support on dx11 before market is going mad...