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    Re: OpenGL 3 Updates

    All hardware will support that extension, they just have to put it in the driver (and it is possibly already there, indirectly).
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    Re: OpenGL 3 Updates

    So we'll just have to wait and see how this promises are kept... Anyway, OpenGL will be stagnant for the next few years, because after the 3.0 fiasco lots of the developers will be turning to DX. I...
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    Re: OpenGL 3 Updates

    Lumooja, once again: your test has nothing to do with GPU capabilities and is strange anyway, as you use bad branching therefore killing most CPU optimisation options. If you really want to test FP...
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    Re: OpenGL 3 Updates

    Amen!
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    Re: OpenGL 3 Updates

    This is an outrage... I am really pissed... two years of hopes so easily destroyed :( I only hope they stop mocking us and rename the spec to GL 2.2, as it should be...

    ARB, you made a big...
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    Re: OpenGL 3 Updates

    Carl, no offence meant, but you should stop writung and start reading.
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    Re: OpenGL 3 Updates

    Oh, maybe I just misanderstood... I thoght he can "never" post any SIGGRAPH slides here; if he refers to here and now I understand ;)
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    Re: OpenGL 3 Updates

    Why that?
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    Re: OpenGL 3 Updates

    Yeah, but what kind of drivers will they be? I mean, I know it's nVidia; they usually do a good job. But are they going to be solid or buggy?[/QUOTE]

    Let me think... first API implementation of...
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    Re: OpenGL 3 Updates

    Extensions have to stay!
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    Re: OpenGL 3 Updates

    knackered, don't even dream about it! Without you this board would lose so much of it's spirit...
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    Re: OpenGL 3 Updates

    I am looking forward to headlines like "Massaker at SIGGRAPH! Angry mob slaughters the ARB representatives!" :D
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    Re: OpenGL 3 Updates

    If CPUs of the future will replace GPUs, then massively parallel APIs like OpenCL are still of use. The GPGPU of today is not really about how to use GPU for general purpose any more, it is how to...
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    Re: OpenGL 3 Updates

    You miss the point that GPGPU will become mainstream very soon. For example, Apple won't just release OpenCL they will be sure to use it too. Video encoding, image processing, game physics, sound...
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    Re: OpenGL 3 Updates

    It probably has a scatter ability.
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    Re: OpenGL 3 Updates

    I find it hard to believe you missed the launch of the GT200 series.
    At the end of the day it's just a type enum when submitting data.[/QUOTE]

    You missanderstood my post... I was trying to say...
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    Re: OpenGL 3 Updates

    If you remove the immediate mode stuff, there are not many functions left that could use double precision. And if the hardware doesn not support it, there is no real point of double precision to be...
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    Re: OpenGL 3 Updates

    No reason. Well, there must be one, but they don't tell us.



    There is already that term "stream processor", which is pretty nice IMHO.
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    Re: OpenGL 3 Updates

    But the problem of C is it being almost too low level and based on a particular sequential programming model. In such language, the compiler looses important informatio that can be used to optimize,...
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    Re: OpenGL 3 Updates

    Well, assembly can be called an "API" in a very basic way. The instructions are not executed directly with most CPUs, but are broken down in more primitive commands. The x86 architecture can be seen...
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    Re: OpenGL 3 Updates

    But it is: "Initial participants in the working group include 3Dlabs, AMD, Apple, ARM, Codeplay, Ericsson, Freescale, Graphic Remedy, IBM, Imagination Technologies, Intel, Nokia, *NVIDIA*, Motorola,...
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    Re: OpenGL 3 Updates

    After thinking a bit... I guess the best course of action would be to have a graphics API, which abstracts important graphics principles like primitive setup, depth test etc. with a general GPGPU API...
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    Re: OpenGL 3 Updates

    Thanks for the update, Rob!
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    Re: OpenGL 3 Updates

    Yeah, you are right... The architecture is pretty sophisticated and hard to use optimally. This is a hindering point, of course.
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    Re: OpenGL 3 Updates

    AFAIK, G8x has no rasterizer at all, everything is done via shader units (but I may be mistaken here...)
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