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Thread: EXT_transform_feedback

  1. #11
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: EXT_transform_feedback

    Well, then you will have to wait till everyone suports it (won't happen anytime soon). IMHO, Nvidia is not going to support the EXT_ part untill other IHVs support it.

    Anyway, the feature is there and can be used on Nvidia cards. If you are so stubborn and "don't use vendor extensions", it is your fault...

  2. #12
    Intern Newbie
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    Re: EXT_transform_feedback

    Quote Originally Posted by Zengar
    it is your fault...
    Oh.
    I dont want to start war with you

    Let me ask you. I think you use ARB_draw_buffers rather than ATI_draw_buffers. I am right?

    If you want to get latest featers you can you vendor extension.
    But if you dont want to write different render paths for each vendor in real projects - you use EXT and ARB, do you ?

  3. #13
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: EXT_transform_feedback

    If a feature is there and I think my project can benefit from it, I use it, even if it is one vendor only. I think it is a reasonable thing to do. Of course it depends on your app and your user base But as things are now, on PC only Nvidia supports the extension, unfortunately...

  4. #14
    Super Moderator OpenGL Guru
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    Re: EXT_transform_feedback

    Mine doesn't support EXT_transform_feedback either but NV_transform_feedback is present.

    There is not much reason to not use NV_transform_feedback because when the EXT version or ARB version gets created, the functionality will be identical or near identical. Changing your code would take 5 minutes.

    BTW, ARB_draw_buffers went into GL 2.0 which was some years ago.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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