Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Ilian Dinev

Search: Search took 0.00 seconds.

  1. Replies
    183
    Views
    281,826

    Re: Official feedback on OpenGL 4.0 thread

    The uniform locations are not offsets. They are indices, IDs. Uniform IDs, not present in your list:
  2. Replies
    183
    Views
    281,826

    Re: Official feedback on OpenGL 4.0 thread

    Let's not forget the data at those gpu addresses are read-only :) There are no ops to write to vram from within a shader. The worst that can happen is a too-long loop. Which, anyone can test for...
  3. Replies
    183
    Views
    281,826

    Re: Official feedback on OpenGL 4.0 thread

    I second bindless, and really hope for shader_buffer_load .
  4. Replies
    183
    Views
    281,826

    Re: Official feedback on OpenGL 4.0 thread

    You have glMapBuffer, the ARB_draw_indirect, PBO, texture-buffers and UBOs. Make several degenerate triangles, to group objects by num_primitives and vtx-shader (static or skinned or wind-bent or...
  5. Replies
    183
    Views
    281,826

    Re: Official feedback on OpenGL 4.0 thread

    Maybe the RHD57xx do support doubles, but in DX's nature it's not a mentionable/marketable feature?
    (disclaimer: I haven't checked any in-depth docs on 57xx)

    Edit:...
  6. Replies
    183
    Views
    281,826

    Re: Official feedback on OpenGL 4.0 thread

    That's too counter-productive, imho. Scenes have 5k+ objects visible, different textures each; fewer programs. It makes more sense to group by program, imho.
    In case you meant to bind all N...
Results 1 to 6 of 6