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Thread: The ARB announced OpenGL 3.0 and GLSL 1.30 today

  1. #161
    Senior Member OpenGL Guru
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I think this deserves a minute of silence.
    I think it deserves a laugh. It's incredibly funny to look back at how optimistic the ARB was about Longs Peak a year ago, and how pessimistic they are about it now.

  2. #162
    Intern Newbie LogicalError's Avatar
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by MZ
    I think this deserves a minute of silence.
    Too bad the ARB thought it deserved a CONE OF SILENCE.

  3. #163
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    No object model? No geometry shaders + transform feedback? No constant (uniform) buffers?

    WTF were they doing? Spanking to pr0n all day?
    TroutButter...come get some.

  4. #164
    Senior Member OpenGL Guru knackered's Avatar
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I see wikipedia's been updated already....it's the second result from typing "OpenGL 3" into google, and wouldn't look good to any prospective user of OpenGL. Their next search would undoubtedly be "Direct3d". SGI must be turning in their grave.
    http://en.wikipedia.org/wiki/OpenGL#OpenGL_3.0

  5. #165
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by Korval
    It's the lack of uniform buffers (which is something that implementations could lie about and "implement" in non-conformant hardware) that honks me off.
    Why use uniform buffers when you have vertex texture fetch? Divergent uniforms (indexed uniform access) still causes problems on lots of hardware.

  6. #166
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by TroutButter
    WTF were they doing? Spanking to pr0n all day?
    five times a week... not to forget the great effort they put in .

  7. #167
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by Timothy Farrar
    Why use uniform buffers when you have vertex texture fetch? Divergent uniforms (indexed uniform access) still causes problems on lots of hardware.
    because uniforms reside in a completely different (read completely different performance) on chip memory.

  8. #168
    Senior Member OpenGL Pro k_szczech's Avatar
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by TroutButter
    WTF were they doing? Spanking to pr0n all day?
    I have another theory:
    LINK

    You can also check out my cocept of OpenGL logo in previous post

  9. #169
    Junior Member Regular Contributor
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by Chris Lux
    because uniforms reside in a completely different (read completely different performance) on chip memory.
    Yes perhaps (might not be the case on all hardware now), but regardless fetching uniforms still uses main memory bandwidth, and divergent uniforms use much more bandwidth. Of course I'm not fully sure on ATI hardware.

    I agree that uniforms make sense in non-divergent cases.

  10. #170
    Senior Member OpenGL Guru
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Why use uniform buffers when you have vertex texture fetch?
    Because vertex texture fetch:

    1: Is slow.
    2: Requires putting data in textures, which is very slow and doesn't have cool mapping features.
    3: Is slow.
    4: Is not transparent. That is, implementations cannot "pretend" to support it by just using server-side memory and doing uploads as normal (that's what Longs Peak intended when they made it a core feature).
    5: Is slow.

    To me, the reason why we should have uniform buffers is:

    1: To allow for a separation of compiled programs from the uniforms bound to those programs. Longs Peak was going to have this, but it was not done for "3.0".

    2: To allow for "constant" values, values that are unchanged between different programs. Camera matrices, projection matrices, etc.

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