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  1. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    You're always relying on implementations being fast for the specific call sequence you're using. That's not a hack, it's implicit in the fact that OpenGL doesn't give performance guarantees. What the...
  2. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    To be honest I'd prefer to see a single object that describes the mesh to be rendered - including the draw call parameters.


    OpenGL specifies behaviour, not implementation (nor performance...
  3. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    Like this?
    http://www.opengl.org/registry/specs/APPLE/vertex_array_object.txt
  4. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    I'd argue it's the problem of a particular driver if it does a lot of work when all you do is change the pointer.
  5. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    Isn't that equivalent to just adding an offset to the attribute pointers?
  6. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    Actually, all recent GPUs support 32 bit floating point depth buffers (though some effectively only use 30 bits).
  7. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    Check the Khronos member lists:
    http://www.khronos.org/members/promoters
    http://www.khronos.org/members/contributors
  8. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    I certainly hope C++ is dead by then.

    But regarding GL3, to paraphrase Miyamoto: A delayed API is eventually good, a bad API is bad forever.
  9. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    Please, this isn't a direction a thread called "OpenGL 3 Updates" should take. Just stop here.
  10. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    Hand optimizing only works well if the assembly language is close to the hardware. An ARB-defined language can't fit that bill because the architectures are too different.

    The reality is that...
  11. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    When (and if) hardware comes around that supports this there's still time to create an extension.


    No, GLSL reserves the "asm" keyword "for future use" but it won't define an assembly language.
  12. Thread: OpenGL 3 Updates

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    Re: OpenGL 3 Updates

    The cost of a single scalar comparison is getting insignificant given current hardware and shader complexity developments. It's also dwarfed by the impact fragment masking has on early Z...
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