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Type: Posts; User: kRogue

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    MAX_CLIP_DISTANCE 6 or 8??

    I see the following in the GL 3.2. core spec (version data 20090803) {looks like this is more like a GL 3.1 spec bug that went unnoticed} I see in Section 21.9 (page 97):




    but in Section G.2...
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    Re: Official feedback on OpenGL 3.2 thread

    it would work except that you need to change the GL context handle that Qt is using to the one you get back from wgl/glxCreateContextAttribARB, whose value (and type!) is hidden away in the _source_...
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    Re: Official feedback on OpenGL 3.2 thread

    I, err, don't think you can make the GL context yourself, let me elaborate:

    If you want to do QGLWidget, you must let Qt make the context for you, in doing so, the painter back end will then use...
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    Re: Official feedback on OpenGL 3.2 thread

    In reply to Jan's question about Qt and GL 3.x context creation:

    You won't like the answer: creating a GL context is hidden under Qt's covers (as the implementation is different for MS-Windows vs...
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    Re: Official feedback on OpenGL 3.2 thread

    I just had one more odd thought of why killing alpha test in core profile can be a good thing: portability. Admittedly one might think it is of great utter stupidity to want one's 3D code to be...
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    Re: Official feedback on OpenGL 3.2 thread

    I have one comment aobut the alpha testing deal: considering that nvidia (and I imaginve ATI too) will support the compatibility profile you do get alpha test back in hardware, though ironically one...
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    Re: Official feedback on OpenGL 3.2 thread

    My take is that for uniforms you won't be able to bind the location apriori from the shader source. The simple reason being that not all uniforms are vec4's (I don't think drivers collapse 2 vec2...
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    Re: Official feedback on OpenGL 3.2 thread

    That is my point, someone new to GL would say "What the?" But it is quite awkward if you look at what effective practice was:

    GL3.0: request forward compatible context to make sure one was not...
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    Re: Official feedback on OpenGL 3.2 thread

    I see the use/reason of having forward compatible and profile selection (i.e. core vs compatibility) separate as they address 2 different issues, but those issues over lap (at this point a great,...
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    Re: Official feedback on OpenGL 3.2 thread

    I am glad that NV_clamp_depth finally got into core (and an ARB back port extension too!) Also we have geometry shaders too.

    Too bad that GL_EXT_separate_shader_objects did not in some form make...
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