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Type: Posts; User: Jan

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    Re: Official feedback on OpenGL 3.1 thread

    RCs were a pain in the butt back in the Geforce 3 area and i ditched them as soon as possible. Someone describing them as "way cool" is the least thing i expected.

    Apart from that, i would expect...
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    Re: Official feedback on OpenGL 3.1 thread

    Since i never got any "official" feedback on this idea, i'd like to bring it up once again:

    http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=251694

    Is there the...
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    Re: Official feedback on OpenGL 3.1 thread

    Yes, you _should_ call it, even in the one-data example, but somewhere the spec mentions, that with only a single out variable that one will write to either the first or all color attachments (not...
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    Re: Official feedback on OpenGL 3.1 thread

    Does DX10 support different occlusion query for instansing ?

    [/QUOTE]

    No, OQ and conditional render support is identical on OpenGL and D3D.
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    Re: Official feedback on OpenGL 3.1 thread

    I know conditional render and use it myself. The thing is, if i render 100 instances, i can do an occlusion query to reject ALL of them. I cannot, however, somehow reject only single instances,...
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    Re: Official feedback on OpenGL 3.1 thread

    How would such an instance shader work? Just curious how the GPU should be able to decide to render an instance or not (occlusion query?)
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    Re: Official feedback on OpenGL 3.1 thread

    Direct-state access should not need to do hash-lookups anymore, because GL3 introduced, that you are forced to generate objects using glGen* calls. It is an error to generate a handle by simply using...
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    Re: Official feedback on OpenGL 3.1 thread

    The copy-buffer extension looks nice and very useful. However, i have a few questions: The main reason for this is obviously loading data in parallel directly into a gl buffer. But how would i do...
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