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Type: Posts; User: Groovounet

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    Re: direct_state_access_memory?

    I think we will need updated hardware (OpenGL 5.0!) for such feature (2) but I follow it definitely.

    To come back to the image1D != or == to buffer I would like to say that hardware doesn't...
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    Re: direct_state_access_memory?

    It provides RW images but nothing about buffers.
    Well, I guess the linked list could be implemented with image1d and actually I wonder about the difference between the too performance wise.

    Also...
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    Re: direct_state_access_memory?

    For linked list it's GL_NV_shader_buffer_store ;)
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    Re: direct_state_access_memory?

    An OpenGL 4.1 review: http://www.g-truc.net/post-0320.html
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    Re: direct_state_access_memory?

    This function just look like the other DSA functions for VAOs.
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    Re: direct_state_access_memory?

    I guess a subset of EXT_direct_state_access for buffer and texture DSA?
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    Re: Official feedback on OpenGL 4.0 thread

    I agree Chris, working out the header ourselves is really not a great thing to do. :p

    If it helps, my header:


    // Declare OpenGL 4.1 enums
    #define GL_VERTEX_SHADER_BIT ...
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    Re: Official feedback on OpenGL 4.0 thread

    and Chrome :p
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    Re: Official feedback on OpenGL 4.0 thread

    And this is the least to say! I enjoyed the OpenGL 4.1 release but I think that I enjoy event more all the ecosystem announcement.

    It's goooood to be an OpenGL programmer these days.
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    Re: Official feedback on OpenGL 4.0 thread

    One other thing I wonder: would if a reasonable to release a project with just the shader binaries? For example: If a build an OpenGL 3.3 software with GLSL 3.3 shaders, could we just have one binary...
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    Re: Official feedback on OpenGL 4.0 thread

    If we use transform feedback or glBindAttribLocation(is it a really problem?) and maybe a couple of other linking related cases... we can't use separate shader or with a big work around. As I am I...
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    Re: Official feedback on OpenGL 4.0 thread

    Some more not consistant stuff in the API:



    void ViewportArrayv(uint first, sizei count, const float * v);
    void ScissorArrayv(uint first, sizei count, const int * v);
    void...
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    Re: Official feedback on OpenGL 4.0 thread

    I think there is just 2 extensions from OpenGL 4.1 that are actually limited to OpenGL 4 hardware:
    GL_ARB_vertex_attrib_64bit and GL_ARB_viewport_array. I guess an OpenGL 3.4 specification would be...
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    Re: Official feedback on OpenGL 4.0 thread

    Niceeeeeeeeee!

    Once again it's much more than what I was expecting. I can't way to play around with it!
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