Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Eric Lengyel

Search: Search took 0.00 seconds.

  1. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    In other words, Nvidia's drivers work correctly. The test app was made for ATI devrel.



    We do things to the mipmaps other than standard box/tent filtering.
  2. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    I still use assembly shaders whenever possible because the compile times are so much faster, and the C4 Engine generates shaders on the fly. I love Nvidia for the awesome effort they put into...
  3. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    Neither. We generate the mipmaps off-line and store them in resources.

    Here's a test app (with source) for the array texture bug:

    http://www.terathon.com/c4engine/TextureArrayTest.zip

    Under...
  4. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    Why would you? Outside of some form of gimmick, I can't think of a reason why you would need this. [/QUOTE]

    We actually allow this kind of material assignment for the voxel terrain system in the...
  5. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    Please give an example of a GPU currently in production that supports OpenGL 3, but does not have alpha test hardware.
  6. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    I should mention that there is at least one case in which alpha test hardware is very important: when rendering a shadow map with alpha-tested geometry. Since the shader used for this is almost...
  7. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    This is not a good extension. Or, let me put it another way. The idea behind the extension is good; the particulars are not.

    Implementing this extension without dedicated hardware for it requires...
  8. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    Sorry about being harsh. I'm just very frustrated with some of the design decisions being made in OpenGL 3, and that has put me on kind of a short fuse when it comes to people telling me that things...
  9. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    Not true.[/QUOTE]

    Why do you feel you are qualified to tell me that my statement is not true? Do you write drivers for Nvidia or AMD? We have now given you the actual hardware register numbers...
  10. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    Solution to this is using R or RG textures with GL_EXT_texture_swizzle.
    IMO, once this ext. is in core we don't need I,IA,A textures.
    Would be nice to promote this extension to core one day....
  11. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    You don't know what you're talking about, and you're speaking to a long-time OpenGL expert as if he's some ignorant newbie. (And you seem to have some confusion between alpha testing and alpha...
  12. Replies
    211
    Views
    590,373

    Re: Official feedback on OpenGL 3.2 thread

    I understand why most of the deprecated features in OpenGL 3.x were deprecated, but there are a few that don't make sense to me. Could someone on the inside please explain why the following features...
Results 1 to 12 of 12