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Type: Posts; User: kRogue

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    Re: Official feedback on OpenGL 4.0 thread

    That is what I first figured, that uniforms are ID's and not offsets. One thing that then implies is that when setting uniforms, then there is a one more additional layer of indirection, i.e....
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    Re: Official feedback on OpenGL 4.0 thread

    I just wanted to give some comments on the explicit uniform business and the layout for outs of a vertex shader

    the following (dumb and bad names) shaders fed to NV driver:

    vertex shader:

    ...
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    Re: Official feedback on OpenGL 4.0 thread

    Just to joint the chorus: Bindless in core would be sooooooooo sweet.
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    Re: Official feedback on OpenGL 4.0 thread

    On DSA and why it is more than just a convenience, see slide 67 of http://www.slideshare.net/Mark_Kilgard/opengl-32-and-more

    But in all honesty, that the state is not shadowed is kind of...
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    Re: Official feedback on OpenGL 4.0 thread

    Not a request for a GL feature, but just on the spec itself. GL4 added tessellation, but it would have made the spec's pipeline much easier to read and understand if a diagram was included of all the...
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