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Type: Posts; User: bsupnik

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    Re: Official feedback on OpenGL 4.0 thread

    Right - that was my initial reaction to the bindless NV extensions: "you really want to admit to me that you've implemented the GL as buffers in virtual memory? Will that always be true?"

    On one...
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    Re: Official feedback on OpenGL 4.0 thread

    @All: regarding stalls and glGet, I have observed directly via Shark that the OS X OpenGL implementation will stall on some glGets when the "threaded" driver is in use via a window-system enable. I...
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    Re: Official feedback on OpenGL 4.0 thread

    Alfonse, I am aware of geometry shaders + FBOs but they don't solve my problem (nor are they thes same as what I am suggesting, namely true parallel rasterization, which I do realize is pie in the...
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    Re: Official feedback on OpenGL 4.0 thread

    Groovounet - to be clear, I have nothing against DSA as a feature; since my app is monolithic it simply won't benefit in the major way that library-based apps might. (By being monolithic, we can...
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    Re: Official feedback on OpenGL 4.0 thread

    Hi Rob,

    Ah...MT driver + library that must reset state = terrible performance, I can see that.

    For item (b), background loaders, is this a problem if the background loader is on a shared...
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    Re: Official feedback on OpenGL 4.0 thread

    Hi Y'all,

    I agree with Rob mostly - it's certainly very nice to have DX11 type functionality in ARB specs slated for core now, so early on. With DX10 we had NV vendor specs for a long time, and...
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