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 3 of 5 FirstFirst 12345 LastLast
Results 21 to 30 of 43

Thread: Current GL 3 .0

  1. #21
    Super Moderator Frequent Contributor Groovounet's Avatar
    Join Date
    Jul 2004
    Posts
    936

    Re: Current GL 3 .0

    Quote Originally Posted by Jan
    If i really wanted to work with the non-deprecated subset of GL3, i would really need the direct-state-access extension to work for everything, so that might be something to take special care for.
    Agreed, DSA is the best thing that happen since ... GLSL!
    It's amazing to see how small is the subset of the API can become when you use all those great extensions DSA and bindable buffer.

    I think, it would be so great to have a simplified API but those days what I really waiting for is:

    1 - bindable buffer ♥
    1 - DSA ♥
    3 - a debugging profile

  2. #22
    Senior Member OpenGL Pro
    Join Date
    Sep 2004
    Location
    Prombaatu
    Posts
    1,401

    Re: Current GL 3 .0

    Second that list.

    On the debug profile, I would like to see something similar to d3d10's infoqueue. Basically it's just a context wide info log the driver can dump messages, performance tips, warnings and errors into. This comes in awfully handy.



  3. #23
    Member Regular Contributor
    Join Date
    Oct 2006
    Posts
    349

    Re: Current GL 3 .0

    Out of curiosity, which vendors support DSA? For me, this is the single biggest reason to move to GL3 (everything else is the same old mess as GL2.1).

  4. #24
    Junior Member Regular Contributor
    Join Date
    Mar 2007
    Location
    Latvia
    Posts
    225

    Re: Current GL 3 .0

    Afaik, currently only NVidia on GF8x and above.

  5. #25
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
    Posts
    4,421

    Re: Current GL 3 .0

    Quote Originally Posted by Stephen A
    Out of curiosity, which vendors support DSA? For me, this is the single biggest reason to move to GL3 (everything else is the same old mess as GL2.1).
    DSA is not part of GL3. It is written to take into account the fixed function pipeline stuff like glMatrixMode
    ------------------------------
    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);

  6. #26
    Member Regular Contributor
    Join Date
    Apr 2006
    Location
    Irvine CA
    Posts
    300

    Re: Current GL 3 .0

    Just to touch on some of the items mentioned above -

    conditional rendering - this is in GL 3.0 already. Shipped.

    buffers for uniforms - you will see something in GL 3.1 in this area.

    "mixed FBO formats", there are some things that are relaxed under GL3 and GL3 capable hardware - it would help if you could elaborate on the usage you have in mind (see http://www.opengl.org/registry/specs...r_object.txt).

    Geometry shader - not in the core spec in 3.0, only a shipping extension on NV at the moment. An ARB-neutral version of the GS extension has been posted here: http://www.opengl.org/registry/specs...ry_shader4.txt

    I'd like to see a lot of the DSA concepts in GL as well. It's a topic that has a reasonable level of interest in the working group.

    Custom resolve for multisampling, thanks for pointing that out.

    (edited per correction regarding GS on AMD HW)

  7. #27
    Junior Member Regular Contributor
    Join Date
    Mar 2007
    Location
    Latvia
    Posts
    225

    Re: Current GL 3 .0

    Quote Originally Posted by Rob Barris
    Geometry shader - while not in the core spec in 3.0, it is a shipping extension on both NV and AMD GL3 drivers AFAIK.
    No, AMD has no support for geom shaders in 9.1 driver.

  8. #28
    Member Regular Contributor
    Join Date
    Apr 2006
    Location
    Irvine CA
    Posts
    300

    Re: Current GL 3 .0

    Quote Originally Posted by martinsm
    Quote Originally Posted by Rob Barris
    Geometry shader - while not in the core spec in 3.0, it is a shipping extension on both NV and AMD GL3 drivers AFAIK.
    No, AMD has no support for geom shaders in 9.1 driver.
    I appreciate the correction, will ask them about that.

  9. #29
    Member Regular Contributor
    Join Date
    Oct 2006
    Posts
    349

    Re: Current GL 3 .0

    DSA is not part of GL3. It is written to take into account the fixed function pipeline stuff like glMatrixMode
    I gather it won't be in core GL3.1, either? Any chance we'll see an implementation outside nvidia any time soon?

  10. #30
    Senior Member OpenGL Pro
    Join Date
    Sep 2004
    Location
    Prombaatu
    Posts
    1,401

    Re: Current GL 3 .0

    If enough people make a big enough stink about it you bet your boots we'll see it ;-)

Posting Permissions

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