feedback loop=rendering to a texture you read from (so having an active texture bound as a render target).Originally Posted by Korval
feedback loop=rendering to a texture you read from (so having an active texture bound as a render target).Originally Posted by Korval
NVIDIA OpenGL 3.0 Beta driver now available at:
http://developer.nvidia.com/object/opengl_3_driver.html
NVIDIADisplayWin2K(177_89)Int.exe Installed driver version 6.14.11.7789 successfully on my 8800GTX.
I now have new extensions:
GL_ARB_draw_instanced
GL_ARB_half_float_vertex
GL_ARB_framebuffer_object
GL_ARB_geometry_shader4
GL_ARB_texture_buffer_object
GL_ARB_vertex_array_object
You also need the new version of nvemulate.
NOTE: I had to switch to an administrator account to enable GL 3.0, it doesnt save the setting from a user account.
This added the following to WGL_ARB_extensions_string:
WGL_ARB_create_context
Yes. If he is actually in charge to some degree, if he has actual power, then he can dictate that they pass a 3.1 spec that removes the deprecated features by date X. And if they do not, then maybe he can fire them or impose sanctions on the ARB or something.What do you want him to do? Tell all the members how to vote?
No. The only screwup with regard to OpenGL he's presided over is the GL "3.0" one. The ARB has been screwing GL over for years know. If he's saying that they made a mistake and will move post-haste to correct it, then I would be willing to entertain the possibility that he was telling the truth.If he said anything other than "hopes" you'd have immediately called B.S.
But only to the degree that he had power over the ARB. If all he is is a figurehead, then his words would be of no value. Then again, if all he is is a figurehead, then his hopes have no meaning anyway.
I'm fairly certain the spec stated that such things had undefined results if they were from the same texture level. And yes, I mean the "3.0" spec.feedback loop=rendering to a texture you read from (so having an active texture bound as a render target).
[edit] From the spec:
Special precautions need to be taken to avoid attaching a texture image to the
currently bound framebuffer while the texture object is currently bound and enabled
for texturing. Doing so could lead to the creation of a feedback loop between
the writing of pixels by the GL’s rendering operations and the simultaneous reading
of those same pixels when used as texels in the currently bound texture. In this scenario,
the framebuffer will be considered framebuffer complete (see section 4.4.4),
but the values of fragments rendered while in this state will be undefined. The
values of texture samples may be undefined as well, as described at the end of the
Scale Factor and Level of Detail subsection of section 3.9.7.
Ok, please clear this up, are VBO still here or did they get renamed to vertex array object? Because VBO's were apart of GL1.5
I have a question..
I am working on a long term project. OpenGL based.
There is a fair amount of legacy code, and an awful lot that will rely on 'deprecated' features. Alongside that is a fair amount of 'cutting edge' OpenGL, which is heavy in shaders and Buffer Objects etc..
Launch for this title is going to be on hardware released 4Q this year, and beyond.
What would people here suggest I do in terms of preparation?
As far as I understood - VAO is for setting lots of VertexAttribPointers in one call (BindVertexArray). VBO's are still there.
Similary as lists you "record" VertexAttribPointers and later just bind VAO to automatically set previously stored vertex attribute pointers.
VAOs do not replace VBOs. VAO's are state objects, representing all of the glVertex*Pointer calls that an application would use. So you can make a bunch of glVertex*Pointer calls, then store them in a VAO, and simply bind that VAO instead of making a half-dozen glVertex*Pointer calls and their associated overhead.Ok, please clear this up, are VBO still here or did they get renamed to vertex array object? Because VBO's were apart of GL1.5
Rid yourself of the legacy cruft. Or rid yourself of OpenGL entirely. Either one is good.What would people here suggest I do in terms of preparation?
The only legacy stuff I've got are glMatrix stuff (for shaders), and that's because I'm too lazy to make them real uniforms.
So, any news? The BOF was yesterday, but i can't find any news about what was said anywhere...
My blog: http://sandervanrossen.blogspot.com
Getting rid of OpenGL is not really an option.Originally Posted by Korval
I obviously need to read the spec in more detail - my apologies but I have not had time to do so yet - I was picking up some quite worrying stuff on a couple of mailing lists..
Most specifically that pretty much all the functionality of glLoadMatrix, attribute stacks et. al. and the fixed function pipeline is going. Cool, but this does kind of shoot a lot of quick prototyping in the foot.
Am I understanding this appendix in the spec. correctly?
So were these VAO extensions under 2.1?