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Type: Posts; User: skynet

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    Re: OpenGL 3 Updates

    Binding VBOs to attributes is one of the most often called functions when rendering a frame. That can add up to several thousand times per frame. These function calls must be as fast as possible....
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    Re: OpenGL 3 Updates

    ...and having the driver to do a string-lookup every time you do a glAttribPointer("my_attribute", ...) call is not a performance minefield? And in which way are fixed attribute locations a...
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    Re: OpenGL 3 Updates

    Why don't you use your own fixed scheme of (semantic) attribute stream to attribute location? You can enforce this using glBindAttribLocationARB().
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    Re: OpenGL 3 Updates

    Its there, just look
    http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.30.08.pdf
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    Re: OpenGL 3 Updates

    They shot themselves in the foot by layering all that 3.0 stuff on top of 2.1. How is that going to make a driver developer's life easier?!?
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    Re: OpenGL 3 Updates

    @Leadwerks:
    Then, why don't you just start already? You could haven written your own fully-customizable-jaw-dropping-rendering algorithm ages ago.
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