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Thread: OpenGL 3.2 support in new nVidia linux beta driver

  1. #61
    Super Moderator OpenGL Lord
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    Re: OpenGL 3.2 support in new nVidia linux beta dr

    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 ?

  2. #62
    Junior Member Regular Contributor
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    Re: OpenGL 3.2 support in new nVidia linux beta dr

    Deferred shading + proper multisampling.
    http://www.humus.name/index.php?page=3D&ID=81

  3. #63
    Junior Member Regular Contributor
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    Re: OpenGL 3.2 support in new nVidia linux beta dr

    Holy sweet moses, they've actually added this feature at last:
    DrawElementsBaseVertex,
    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.
    Regards
    elFarto

  4. #64
    Junior Member Regular Contributor Heiko's Avatar
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    Re: OpenGL 3.2 support in new nVidia linux beta dr

    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!)

  5. #65
    Advanced Member Frequent Contributor Mars_999's Avatar
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    Mar 2001
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    Sioux Falls, SD, USA
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    519

    Re: OpenGL 3.2 support in new nVidia linux beta dr

    Quote Originally Posted by elFarto
    Holy sweet moses, they've actually added this feature at last:
    DrawElementsBaseVertex,
    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.
    Regards
    elFarto
    YES!!! About F'n time!!!!!

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