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Type: Posts; User: Seth Hoffert

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    Re: OpenGL 3 Updates

    I can attest to having few issues as well. I've reported two bugs regarding the geometry shader to NVIDIA and one was fixed promptly, and the other is being inspected.
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    Re: OpenGL 3 Updates

    Oh? I (and many other people) rather like being able to use geometry shaders, transform feedback, instancing, etc. through the currently available extensions (for that time before they're promoted),...
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    Re: OpenGL 3 Updates

    Oh nevermind... this thread is already off topic enough as it is, I don't need to bring a ray tracing argument into it.
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    Re: OpenGL 3 Updates

    The adjacency primitive modes are for the geometry shader... typically you'd use an element array with them to avoid having to specify redundant data in your attribute arrays. These modes allow the...
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    Re: OpenGL 3 Updates

    I think it'd be pretty cool if we were able to manage shared memory explicitly with this "compute shader" in order to get much higher performing convolutions. :D
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    Re: OpenGL 3 Updates

    That would be quite awesome, Zengar. :D There are definitely some exciting times ahead of us.
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    Re: OpenGL 3 Updates

    I wonder how a compute shader differs from stream out (transform feedback in GL). :)
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    Re: OpenGL 3 Updates

    Where is the line drawn? Transform feedback seems pretty GPGPU to me, but cannot do everything CUDA can do. When should one use transform feedback over CUDA (ignoring the performance hit when...
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    Re: OpenGL 3 Updates

    That's true, I suppose a lot of work is required in hand-optimizing CUDA assembly.
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    Re: OpenGL 3 Updates

    This is pretty unrelated, but interesting nonetheless. I was reading a forum where some developers were trying to implement stream compaction with CUDA (similar to what the geometry shader can do:...
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    Re: OpenGL 3 Updates

    Well I was thinking since it currently cannot output to the visible buffers directly, it'd be a pain to use it for forward rendering... but I suppose the only additional step needed is displaying the...
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    Re: OpenGL 3 Updates

    "Shader models" are merely a way of expressing hardware capability; this necessity would remain unchanged even if we were to see CUDA-only pipelines (i.e., shared memory size, stream processor count,...
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    Re: OpenGL 3 Updates

    I agree. It would be nice to see shaders be able to do the same things as CUDA so we wouldn't have to mix two different things which both use the GPU (it feels so impure). :) Transform feedback is...
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    Re: OpenGL 3 Updates

    I have to agree with Korval here... and plus, there are still things on a graphics card that simply aren't generalized (such as texture-related hardware).
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    Re: OpenGL 3 Updates

    What about OpenMP / MPI? :D
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    Re: OpenGL 3 Updates

    Sure it will. ;)
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    Re: OpenGL 3 Updates

    You haven't missed anything. :)
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    Re: OpenGL 3 Updates

    It would be quite unfortunate if this were to happen. I would switch back to XP without hesitation, to be perfectly honest.
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    Re: OpenGL 3 Updates

    Why, though? The closed source driver works fine as it is. ;)

    I use Linux for all of my OpenGL development and I am able to use all of the new SM4.0 features, so I am in heaven.

    EDIT: Okay,...
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    Re: OpenGL 3 Updates

    I am extremely grateful that NVIDIA has created so many wonderful OpenGL extensions. Keep up the great work NVIDIA!!!
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    Re: OpenGL 3 Updates

    GL3.0 > life
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    Re: OpenGL 3 Updates

    I am in desperate need of a new newsletter :( .
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