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Thread: R520 - no FP texture filtering?

  1. #21
    Junior Member Regular Contributor
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    Re: R520 - no FP texture filtering?

    Originally posted by Humus:
    I wrote 3 of the new papers (HDR Texturing, Programming for CrossFire and Framebufer objects).
    I haven't found the papers apart. I use Linux so there is not much use for your SDK but I'm interested in the papers.

    regards

    marco

  2. #22
    Senior Member OpenGL Guru Humus's Avatar
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    Re: R520 - no FP texture filtering?

    Actually, all OpenGL samples have Linux Makefiles and should compile and run fine.

  3. #23
    Member Regular Contributor
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    Re: R520 - no FP texture filtering?

    Originally posted by Humus:
    Actually, all OpenGL samples have Linux Makefiles and should compile and run fine.
    Perhaps ATI should provide it in a more widely, and freely, usable format then, than a Win32 .exe?

    .zip (not nice for such amounts of data), .7z or .tar.bz2 comes to mind.

    Just an idea...

  4. #24
    Advanced Member Frequent Contributor
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    Re: R520 - no FP texture filtering?

    Is there a list of the OpenGL extensions supported and hardware limits (texture sizes, uniform storage size, shader lengths, etc) for the r520 series anywhere? Google's not being my friend

  5. #25
    Advanced Member Frequent Contributor
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    Re: R520 - no FP texture filtering?

    If it emulates FP filtering via shader tricks, it's fine for me.

    I personally liked very much the extreme branching capabilities. SIMD/MIMD branching is bad and this seems to cut it quite well (although I believe a 16pixel batch is possibly sub-optimal but I'm not really expert on the HW side).
    I am personally very confident on this generation, although I still like more GeForces. At least they're now pushing for real.

    EDIT: as for VTF, I'm not sure it's really useful for real world cases yet. I see it worth for stream processing and such but unless you get the array back for collision detection, all this macroscopic detail is going to feel buggy.

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