TEXTURE_CUBE_MAP_SEAMLESS sounds good, however I can't believe it took so much time :-)
Can somebody explain what can be the uses for the new "multisample textures" ? Maybe to do custom averaging, especially on HDR or special gamma settings ?
TEXTURE_CUBE_MAP_SEAMLESS sounds good, however I can't believe it took so much time :-)
Can somebody explain what can be the uses for the new "multisample textures" ? Maybe to do custom averaging, especially on HDR or special gamma settings ?
Deferred shading + proper multisampling.
http://www.humus.name/index.php?page=3D&ID=81
Holy sweet moses, they've actually added this feature at last:
RegardsDrawElementsBaseVertex,
DrawRangeElementsBaseVertex, and DrawElementsInstancedBaseVertex
also source their indices from that buffer object, adding the basevertex offset to
the appropriate vertex index as a final step before indexing into the vertex buffer;
this does not affect the calculation of the base pointer for the index array.
elFarto
I didn't expect the specs to be released today (as I thought siggraph would start a couple of days later). And because I was busy all day long, I completely missed it. Now, about 30 minutes before I have to sleep I spotted a news item about new specs!
Anyway... from what I read here on the forums: multisamples sounds cool, now I really should get started on that deferred shading engine. Geometry shader is great as well. The other features I have to read into first to comment on them.
Now bring us those drivers AMD! (soon please, soon!)
YES!!! About F'n time!!!!!Originally Posted by elFarto