Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Page 1 of 2 12 LastLast
Results 1 to 10 of 14

Thread: [OT] Parhelia OpenGL extensions

  1. #1

    [OT] Parhelia OpenGL extensions

    GL_ARB_multitexture
    GL_ARB_point_parameters
    GL_ARB_texture_compression
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_dot3
    GL_ARB_transpose_matrix
    GL_ATI_element_array
    GL_ATI_vertex_array_object
    GL_EXT_bgra
    GL_EXT_blend_color
    GL_EXT_blend_func_separate
    GL_EXT_blend_logic_op
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_clip_volume_hint
    GL_EXT_compiled_vertex_array
    GL_EXT_draw_range_elements
    GL_EXT_element_array
    GL_EXT_fog_coord
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_pixels
    GL_EXT_point_parameters
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_stencil_wrap
    GL_EXT_subtexture
    GL_EXT_texture3D
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_lod_bias
    GL_EXT_vertex_array
    GL_EXT_vertex_array_object
    GL_EXT_vertex_shader
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_KTX_buffer_region
    GL_MTX_fragment_shader
    GL_NV_texgen_reflection
    GL_SGIS_multitexture
    GL_SGIS_texture_lod

    Too bad for the lack of HDM extension

    Notice the GL_MTX_fragment_shader extension.. it will be interesting see how capable this extension is.

    Source: http://www.beyond3d.com/forum/viewtopic.php?t=1158

  2. #2
    Advanced Member Frequent Contributor
    Join Date
    Apr 2000
    Posts
    748

    Re: [OT] Parhelia OpenGL extensions

    No support for vertex displacement mapping in OpenGL ? They've got to be kidding ! They're doing all their advertisements based on that so-called incredible new feature, to not make it available in OpenGL..?

    Y.

  3. #3
    Intern Newbie
    Join Date
    May 2001
    Location
    California
    Posts
    45

    Re: [OT] Parhelia OpenGL extensions

    Matrox have very poor history when it comes to OpenGl. Slow D3D to OGL wrappers with G200, buggy OGL driver and lack of EMBM support under OGL with G400...

    Their failure to expose DM under OpenGL once again shows their complete lack of commitment. No surprises here.



    [This message has been edited by JackM (edited 06-04-2002).]

  4. #4

    Re: [OT] Parhelia OpenGL extensions

    I read somewhere Haig (Matrox Tech Support) Said that they were expecting the professional comunity to adopt HDM way before the gaming one. I wonder how they could if there is not such extension...
    You could do so many interesting things with HDM! I hope a extension will follow..

  5. #5
    Advanced Member Frequent Contributor
    Join Date
    Oct 2001
    Posts
    612

    Re: [OT] Parhelia OpenGL extensions

    we still dont know what the
    GL_MTX_fragment_shader
    hides.. a displacement mapp seams like a fragment operation.

  6. #6
    Intern Contributor
    Join Date
    May 2001
    Posts
    58

    Re: [OT] Parhelia OpenGL extensions

    We know that Displacement Mapping under DX9 is a per-vertex/tessellation feature, not per-pixel, so its unlikely that Matrox will expose DispMap in their MTX_fragment extension. However, they may have learned their lesson with dev-support and could be about to expose DispMap in another extension (the original article says that this is most but not all of their extensions). They never got widespread support for EMBM, not many games used it. However, there is certain to be strong interest in DispMap and if there is enough demand, i suspect there will be GL support.

  7. #7
    Junior Member Regular Contributor
    Join Date
    Dec 2000
    Location
    Madrid, Spain
    Posts
    149

    Re: [OT] Parhelia OpenGL extensions

    At least they have a 'fast' way to 'send' the geometry to the hw. And it is not a new extension, it is ATI_vertex_array_object and ATI_element_array for indices. Currently we 'just' have to support nv_vertex_array_range and ati_vertex_array_object (and cva and the absence of all of them). Maybe some happy day the ARB will promote one unique extension to make life easier to us.

  8. #8

    Re: [OT] Parhelia OpenGL extensions

    Originally posted by Cab:
    Maybe some happy day the ARB will promote one unique extension to make life easier to us.
    From the ARB notes it appears that won't happen before OpenGL 2.0, although listening to 3Dlabs it seems they want that ratified fairly quickly - they want the OpenGL 2.0 shading language specification ready for review by Siggraph.

  9. #9
    Junior Member Regular Contributor
    Join Date
    Apr 2002
    Posts
    101

    Re: [OT] Parhelia OpenGL extensions

    Did anyone else notice the GL_EXT_vertex_array_object and GL_EXT_element_array?!?!

    Is this GL_ATI_vertex_array_object and GL_ATI_element_array promoted to EXT status?!

    I hope they get support for a glDrawArrays{ATI|EXT} or something like that, glDrawRangeElementArrayATI and glDrawElementArrayATI are really horrible interfaces for drawing primitives with element_array (no offence ATI, they just don't fit well with how I organize my data)

  10. #10
    Senior Member OpenGL Pro
    Join Date
    Feb 2001
    Location
    Switzerland
    Posts
    1,840

    Re: [OT] Parhelia OpenGL extensions

    ATI_vertex_array_object

    if you read carefully, you'll see that there is EXT_vertex_array_object in as well..

    i guess ati will take that one soon in as well.. then we have

    EXT_vertex_shader
    and
    EXT_vertex_array_object

    only nvidia would need to support them as well.. but i guess they wont..
    http://davepermen.net - if i could stay true to my heart, i would feel totally free

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •