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Type: Posts; User: Jan

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    Re: Official feedback on OpenGL 3.2 thread

    Please don't cross-post.
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    Re: Official feedback on OpenGL 3.2 thread

    I was wondering the same thing...
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    Re: Official feedback on OpenGL 3.2 thread

    "On a side note I'm seriously struggling to believe x6!" - me too.

    kRouge: Yes, i thought Qt should create the "main" context (2.1), then via extensions I create the 3.x context and use that for...
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    Re: Official feedback on OpenGL 3.2 thread

    kRouge, skynet thanks for the infos.

    "I suggest creating your own GL3-Context and let it render into Qt's DC. Would that work for you?"

    I haven't thought this through, but as i see it, that...
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    Re: Official feedback on OpenGL 3.2 thread

    While we are at Qt: Does anyone know, whether / how it is possible to create a GL 3.x context using Qt? I'm not a Qt master and all my tries and searches have failed.

    I'm pretty sure it is...
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    Re: Official feedback on OpenGL 3.2 thread

    I think EXT_texture_swizzle is a good idea, and i don't know how that extension is "not good". How else could you do such a thing ?

    I am definitely happy to see luminance / alpha / intensity /...
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    Re: Official feedback on OpenGL 3.2 thread

    Eric calm down. The people who know you, know that you are right. But it's still a forum, so people with different knowledge come together and not everybody knows who you are and what you do and thus...
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    Re: Official feedback on OpenGL 3.2 thread

    Good point!

    I hope to see something like AMD_vertex_shader_tessellator in core (or ARB) in the near future. In that case quads are the foundation for quadpatches and thus will certainly be...
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    Re: Official feedback on OpenGL 3.2 thread

    Quick Ref Crads:

    I wouldn't pay money for such a thing in general. The idea as a PDF is really nice. The fact that it includes the GL2.1 [censored] is sooo GL 3.0....

    Deprecated stuff:

    I am...
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    Re: Official feedback on OpenGL 3.2 thread

    I fully agree !!!

    The suggested method to bind attributes to locations from within the shader is an extremely good idea.

    This will make writing GL applications soo much easier AND it would...
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