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 17 of 17 FirstFirst ... 7151617
Results 161 to 166 of 166

Thread: Official feedback on OpenGL 3.1 thread

  1. #161
    Junior Member Newbie
    Join Date
    May 2009
    Posts
    18

    Re: Official feedback on OpenGL 3.1 thread

    Up... Can somebody explain about anisotropy? Why not in gl3 core?

  2. #162
    Super Moderator OpenGL Guru dorbie's Avatar
    Join Date
    Jul 2000
    Location
    Bay Area, CA, USA
    Posts
    3,947

    Re: Official feedback on OpenGL 3.1 thread

    Quote Originally Posted by ector
    * Can you please push HARD for decoupling vertex and fragment shaders, so that you don't need to explicitly link them together and can mix & match as needed, like with ARB_programs or in DX?
    The driver cannot know what to optimize out of a vertex & fragment shader until they are linked. The linking & combination of shaders is an area of significant optimization in drivers.

    You may be more careful about what you put in your shaders but some developers exploit link time optimization to reduce the shader code they have to write.

  3. #163
    Junior Member Regular Contributor
    Join Date
    Dec 2007
    Location
    Finland
    Posts
    128

    Re: Official feedback on OpenGL 3.1 thread

    I like the look of OpenGL 3.1 and where it is going to, but still one important thing is missing: the unified object model which was originally planned for.
    Henri H.

  4. #164
    Senior Member OpenGL Pro
    Join Date
    Sep 2004
    Location
    Prombaatu
    Posts
    1,386

    Re: Official feedback on OpenGL 3.1 thread

    I'm guessing they'll sneak the object model in at some point along the line, one piece at a time. Though probably not exactly the form originally planned for LP, it might just be a form we can live with.

    I for one have no complaints at this point, besides - 3.1 is a heck of a nice API to use.

  5. #165
    Junior Member Regular Contributor
    Join Date
    Dec 2007
    Location
    Finland
    Posts
    128

    Re: Official feedback on OpenGL 3.1 thread

    Well yes, 3.1 is obviously an improvement from 3.0 but the API is not yet clean and streamlined as I would hope it to be. At the moment it is using multiple object paradigms -- glGenXXX and glCreateXXX along with many many entry points for setting up parameters. Also confusing is the method of binding objects to the state system before you can do things. The unified object model would clean things up but I guess it would break compatibility too much. It will be interesting to see how things evolve from this point on though.
    Henri H.

  6. #166
    Senior Member OpenGL Pro
    Join Date
    Sep 2004
    Location
    Prombaatu
    Posts
    1,386

    Re: Official feedback on OpenGL 3.1 thread

    Bind-to-edit is a bit of a sore spot, but it is something that can be hidden from view with a clever wrapper (e.g. DSA).

    We're closing in on having all of SM4 in 3.2, which, aside from some hand waving and a bit of aesthetic ivory-towering, is what I'm all about these days.

Posting Permissions

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