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Type: Posts; User: Stephen A

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    Re: OpenGL 3 Updates

    I'm pretty sure that VAO is supposed to take care of the binding costs? (Disclaimer: haven't read the VAO specs yet)

    In any case, I dislike the notion of using fixed attribute locations, in the...
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    Re: OpenGL 3 Updates

    The driver already maintains a hashtable of attribute names <-> locations, so I don't see how this is a performance minefield.

    When you force your own, fixed attribute locations, you may be...
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    Re: OpenGL 3 Updates

    Never claimed otherwise :)

    I build a map of attributes when each shader is linked, then create (a cached) map of attributes for each VBO. On rendering, I use these maps to bind the correct...
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    Re: OpenGL 3 Updates

    I have created an abstraction that works exactly like Jan's proposal. Since this is C# code, it is possible to use reflection and discover the mapping automatically at runtime, i.e. if the shader has...
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    Re: OpenGL 3 Updates

    Larabee is going to be an interesting experiment. If it gets any traction, it will bring a revolution to graphics programming. The return to software rendering, as predicted by Tim Sweeney (of Unreal...
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    Re: OpenGL 3 Updates

    If we are talking OpenGL, then sure, but in general my GT8800 has given me more trouble in the last 7 months than ANY ATI card did from the 9700 to the X1900 which is why I'll be jumping ship back to...
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    Re: OpenGL 3 Updates

    #7: Will the actual .spec files be released for GL3? Can we expect an xml-based format? (The .spec files are necessary for non-C OpenGL bindings)

    #8: How will GL3 interact with the underlying...
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    Re: OpenGL 3 Updates

    http://opengl3.org

    A little lacking in the marketing department (the photo is, well, awful), but otherwise great! :)

    Edit; Oops, this was mentioned several days ago. The comment on the photo...
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    Re: OpenGL 3 Updates

    Too late now... But can you think of a better way to keep ourselves occupied until OpenGL3 is ready? :)

    @Korval:

    So you are saying that the GC magically increases memory usage? Sorry for...
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    Re: OpenGL 3 Updates

    This still sounds dangerous. I'm not saying that it wouldn't work, just that there seem to be too many ways for this to break down:
    * A 32-bit variable wouldn't work on x86_64 machines.
    * Amd64...
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    Re: OpenGL 3 Updates

    Anyone after the highest possible performance probably won't be using Java, C# or Objcect Pascal in the first case. :) AFAIK, almost every 'serious' project wraps OpenGL/D3D calls in higher-level...
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    Re: OpenGL 3 Updates

    Ah, that's still very procedural. Given the object-oriented nature of GL3, I can imagine a much nicer interface for OOP languages. Thanks for the link, though, after reading through one of those...
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    Re: OpenGL 3 Updates

    The main difficulty is the age of the .spec files. There is a lot of stale cruft in there, plus a few genuine mistakes, but all in all they are pretty parseable, if you stick to a straight port of...
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    Re: OpenGL 3 Updates

    I am not sure what you are trying to say. Decisions like selecting the correct format for normal maps, height maps, font textures etc are simply unavoidable.
    [/QUOTE]
    I think what he wanted to say...
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    Re: OpenGL 3 Updates

    That would be a fatal choice. That would mean you would have have to ship your app with all textures uncompressed and compress at load/install time.[/QUOTE]
    Good point.


    I am not sure what you...
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    Re: OpenGL 3 Updates

    S3TC *is* a strange requirement, because as was said previously as the format is patented. To me, the decision sounds more like politics getting in the way. Mesa3d will probably work around the issue...
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    Re: OpenGL 3 Updates

    It's not just convenience. GL2 has at least 5 ways of uploading vertex data (immediate mode, vertex arrays, display lists, compiled vertex arrays, vertex buffer objects), which is bad for driver...
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    Re: OpenGL 3 Updates

    Even worse, sometimes EXT variants work better than ARB ones or vice versa, and there really is no way to test at runtime which implementation works reliably. Format objects FTW!

    Anyway, some...
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    Re: OpenGL 3 Updates

    Remind me of something. Do R300 (Radeon 9xxx) and NV30 (GeForce FX's) support 16-bit float textures/renderbuffers? I was hoping that these cards would be the minimum GL 3.0 compatible hardware....
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