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Type: Posts; User: Ilian Dinev

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    Re: Official feedback on OpenGL 3.1 thread

    Realistically, I don't see serious people or gamers abandoning Windows, and Win7 is looking good. Can you imagine a professional or a gamer to throw away their library of software (that they use for...
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    Re: Official feedback on OpenGL 3.1 thread

    Aren't register combiners generating nvASM shaders anyway? Why not go for the real deal - nvASM4?
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    Re: Official feedback on OpenGL 3.1 thread

    Hmm. Scene graphs and their natively sequential traversal can be troubling. But if the cpu makes traversal linear and parallelisable (quite possible), considering what gpus can/should do, here's an...
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    Re: Official feedback on OpenGL 3.1 thread

    ARB asm is obsolete, but fast and supported correctly on all gpus.
    NV asm is more modern than GLSL could hope to be; and loads/runs fast and without nV's shader-recompilation hiccups.
    Afaik GLSL...
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    Re: Official feedback on OpenGL 3.1 thread

    The need to link shaders into a program is simply because of the varyings. GLSL doesn't let you specify which slot to take.

    Try glProgramLocalParameters4fvEXT. Though, it requires you abandon...
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    Re: Official feedback on OpenGL 3.1 thread

    Uhm, glext.h version 48 is up there for grabs in the repository. It's just not a clean slate.
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