Method of left/right frame determination varies significantly between display models. Couple of months ago I've seen an open-source library, which does all the job of interlacing/concatenating right...
Type: Posts; User: Kurt Hudson
Method of left/right frame determination varies significantly between display models. Couple of months ago I've seen an open-source library, which does all the job of interlacing/concatenating right...
Why this can't be added to OpenGL today? It looks quite simple for driver developers to implement something like glGetPerformanceHint(GL_DOUBLE, GL_RGBA) or whatever same..
Sorry, still cant got what you are talking about, maybe all this looks clear only for those who now how implementation organized internally? :) Lets took an instance:
Function AttachShader,...
I don't wish it too, especially if it may reduce performance (and it probably will). My suggestion in previous post is to declare threadsafety exceptions explicitly and provide in specs information...
situation looks sad..
1. OpenGL threadsafeness is declared in EGL specs, with exceptions: bounded in two contexts shared textures and VB objects are unsafe to change. Functions that cause changes...
Thanks for clarification about reentrancy, but I still don't understand how can one be sure what objects are actually affected by OpenGL call?
Here is a pair of EGL spec quotes, that let me...
Finally I find it out, this issue is described explicitly, but in EGL spec, not OpenGL. Strange..
OpenGL must be thread safe, EGL spec says:
One using shared contexts indeed have to take a...
Ok, it seems I get your point. OpenGL is OS independent and doesn't care about thread safety, because it "now" nothing about threads. But it now! Threads and threading related troubles are mentioned...
Sorry, I'm confused by all this and don't understand :). There are race conditions in OpenGL and user have to implement a synchronization to protect inner OpenGL objects?
In spec (4.1 core) I find...
Do you mean that commands issued for different context may result in errors? Indeed, specs say nothing about such "multithreading safe guaranties", but AFAIK client-server model makes OpenGL obliged...
Possibly you can do it by drawing 2-vertex geometry (line segment) with instancing (number of instances equal to number of your vertex pairs). Use glVertexAttribDivisor to specify vertex attribute...