The newsletters and other publicly available materials will answer your question about object creation.when used shader program in GL3.0,is it like this:
The newsletters and other publicly available materials will answer your question about object creation.when used shader program in GL3.0,is it like this:
No, GC won't happen in the C++ core language, and there's lots of good reasons for that; even C++0x only plans on making the changes that are necessary to remove some of the limits faced by third-party GC implementations. However, it doesn't need to be in the core; if you want to use GC in C++, there are good implementations you can pick from.Originally Posted by Jan
The biggest problem with GC in games is that there's lots of resources you have to deal with that aren't memory, like files and network streams. When dealing with these in GC languages, you don't know when an object will be destroyed, so you need to explicitly catch exceptions from these other kinds of resources and destruct them there. This is why the "Finally" block is so much more useful in Java than it would be in C++. (Admittedly, C# has improved this somewhat with "using" blocks, but as far as solutions go, that's about as good as the C++ solution of using smart pointers for memory management.)
The details are trivial and useless;
The reasons, as always, purely human ones.
Which choice have we for alpha testing if we don't use alpha test or discard? ... I think it's remind very useful and I use it too. It maybe limit the fragment output consistency on the hardware side but I can't a reason that alpha test being worse than depth test...
Um, none? I don't know what it is you're asking here, but if you don't have Alpha Test or Discard, you pretty much can't do it. You might be able to pull off some kind of depth write trick, but that's about it...Which choice have we for alpha testing if we don't use alpha test or discard?
Tick tock tick tock!
4 days for the spec
this crystal ball told me!
I just asked my magic eight-ball. It said "It it decidedly so", after some deliberation.
My spirit will haunt you if it is not true...
NV3x supported neither blending or filtering of fp16 surfaces.
NV4x was the first architecture that did, and it supported both, but without MSAA for the render targets.
Cass Everitt -- cass@xyzw.us
The GL3.0 will be released at Christmas?
2 days left..