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Type: Posts; User: Ilian Dinev

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    Re: OpenGL 3 Updates

    If you want, I can write the code for you, to let you use OpenGL like this:
    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=254176#Post254176
    Then, Khronos can simply...
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    Re: OpenGL 3 Updates

    Intel doesn't bother even with D3D. It's only simple 2D desktop "acceleration" they're after, it seems.
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    Re: OpenGL 3 Updates

    This will force the driver to upload the texture to VRAM. Draw a few points with each of your textures, right after loading the textures - and you'll have them all in vram.
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    Re: OpenGL 3 Updates

    Valve's games also require your OS to have a perfectly working WMI... to load their shaders. Just search for "shaderapidx9.dll" and its fixes that require complete clean reinstall of everything...
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    Re: OpenGL 3 Updates

    And yet we're watching blurry videos most easily, completely oblivious of this.
    Ah, found-out research info why rotating one's head while letting one's eyes move (unconditionally) dampens the blur...
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    Re: OpenGL 3 Updates

    :) Well actually I am the amateur here :). Been reading papers on graphics, staying in 2D world for the last 5 years, then making software 3D rasterizers for PDAs, and now I'm just trying to learn...
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    Re: OpenGL 3 Updates

    As we're rendering on a 2D surface, it's things in recorded videos that we try to put in games, right? First were lens-flares, then bloom, then simplistic DOF, then simplistic MBlur. Initially in...
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    Re: OpenGL 3 Updates

    That brutal hack is used in offline video rendering, afaik. Though there they also add real 4x temporal antialiasing. Or advanced vector motion-blur, that splits the scene into 2D layers and handles...
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    Re: OpenGL 3 Updates

    I prefer lightmaps to (almost) hard-edged on/off shadows. Some radiosity is very important in some types of scenes, too (even outdoors ones).
    Sunny scenes with no clouds- ok, but anything cloudy...
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    Re: OpenGL 3 Updates

    I think vector motion-blur at strictly-locked 60Hz is mostly enough, from what I've played with: nVidia's single-frame method, smudging in one direction only the endpoint of the last frame (this...
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    Re: OpenGL 3 Updates

    We'll be using scatter mostly for DOF and motion-blur initially, both being algos where you can cache the few nearby lines or tiles of the frame-buffer and upload on cache contention. Plus, the...
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    Re: OpenGL 3 Updates

    Well, if you have a nice big cache, then it's not much harder on the gddr bus to do than alphablending with 2-3 source-textures AFx16, imho. The problem would be when 100 shaders scatter data to the...
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    Re: OpenGL 3 Updates

    The old-style GPGPU is staying in its original form, available in GL - render to texture, use that data to draw graphics; meanwhile there's CUDA for the more GP uses.
    GPGPU is useful both for the...
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