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Type: Posts; User: Gedolo2

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  1. Replies
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    You're right I should have been more patient. ...

    You're right I should have been more patient.

    Somebody suggested it to me, thus I added it to my feature request.
    I read the overview section and found it would help in lowering overhead in...
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    It's more the overuse of state machines that bugs...

    It's more the overuse of state machines that bugs me.

    I have not read through all the information on the nvidia extension, was in a hurry.
    Looks like I made a mistake.
    (I am annoyed by their...
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    Suggestion by a poster named efikkan

    http://www.phoronix.com/forums/showthread.php?113933-5-March-Will-Be-A-Very-Exciting-Day-For-Next-Gen-OpenGL&p=471492#post471492






    This will hopefully spark an interesting discussion.
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    @Alfonse Reinheart I might have exaggerated a...

    @Alfonse Reinheart

    I might have exaggerated a bit with my "OpenGL is ridiculously ancient" claim, this claim is a subjective judgement of some features of the API and is a personal opinion. I'm so...
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    Sticky: Sure sparked an interesting discussion. Humus's...

    Sure sparked an interesting discussion.
    Humus's use of Geometry Shader is very useful.

    For the record, I wasn't actually going to suggest removing geometry shader.
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    Modernizing the 4.x line is important. Even with...

    Modernizing the 4.x line is important. Even with the glNext initiative.
    Adding these makes the OpenGL 4.x API compete well with current alternatives. Not coming over hopelessly ancient.
    Provides a...
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    More efficeint drawing of vertex data

    With DSA and bindless textures there is one large, missing part to make the API modern with bindless paradigm. Namely in vertex processing.
    http://www.nvidia.com/object/bindless_graphics.html
    Want...
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    Sticky: Alfonse, glad you keep up and review the new...

    Alfonse, glad you keep up and review the new release with your report and awards.

    Am I reading your criticism of Geometry Shaders right If it seems to say Geometry Shaders are useless?
    Are you...
  9. Agreed. +1 The obsolete functions should be...

    Agreed.
    +1
    The obsolete functions should be deprecated in the next version of OpenGL 4.x, next version would be 4.6 because current version of OpenGL 4.x at time of writing is OpenGL 4.5.

    Please...
  10. OpenGL NG/5 feature request about streaming maps

    OpenGL NG/5 feature request about streaming maps

    Please make sure in the rewrite to have any system of multidraw commands or GPU command buffer to be able to handle streaming maps / volume tiled...
  11. Thread: IR evolution

    by Gedolo2
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    IR evolution

    To handle IR (Intermediate Representation) evolution and breaking changes.
    A system that allows breaking compatibility while allowing old applications to run must be introduced.
    Have a IR version...
  12. Finally getting rid of the old state machine that...

    Finally getting rid of the old state machine that only gets in the way!
  13. I mean deprecating the non DSA ways. For...

    I mean deprecating the non DSA ways.
    For adapting applications it may be helpful to have one OpenGL version that has DSA(ARB) version and the old stuff not yet deprecated. You can rewrite things...
  14. In OpenGL 4.6 DSA should become the preferred way...

    In OpenGL 4.6 DSA should become the preferred way to do things.
    It's part of the core profile in OpenGL 4.5 already.
    https://www.opengl.org/registry/doc/glspec45.core.pdf.
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    Don't integrate SPIR(OpenCL 2.0) with OpenGL 4.6....

    Don't integrate SPIR(OpenCL 2.0) with OpenGL 4.6.
    Is not good feature to integrate with current OpenGL 4.x.
    Add OpenCL 2.0 compute shaders without the SPIR(OpenCL) IR in OpenGL 4.6.

    Do...
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    Then there is no problem with integrating OpenCL...

    Then there is no problem with integrating OpenCL 2.0 in the next minor version release of OpenGL for the situations you describe.
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    OpenCL 2.0 compute shaders in OpenGL 4.6

    Allow capabilities of OpenCL 2.0 in OpenGL compute/OpenCL shaders.

    If someone wants to use such functionality in such a way, they then can.
    Not everyone might want to rewrite their application to...
  18. We don't know when OpenGL NG might come out....

    We don't know when OpenGL NG might come out.
    Since it's a complete rewrite from the ground up, it might take a lot of time.
    In the meantime the current OpenGL would get some improvements, API...
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    Bindless texture into ARB, core request

    For next version of OpenGL 4.6.
    Develop bindless texture functionality into an ARB and core part of the specification. Not an extension as is currently the case.
  20. For OpenGL 4.6 deprecate non DSA functions in favor of DSA functions, counterparts.

    Feature request:
    As given in the title:
    For OpenGL 4.6 core profile, deprecate non DSA functions in favor of DSA functions, counterparts.
    To allow modern, less error prone, less bloated code in...
  21. Don't try to do DirectX 12 feature parity counterpart to early

    As the title says, don't try to do DirectX 12 feature parity counterpart to early.
    Hasted, not well-thought-out features can really hamper OpenGL.

    Definitely not in the coming months, summer....
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    Add OpenGL ES 3.1 context creation

    Add OpenGL ES 3.1 context creation to allow context creation of OpenGL 3.1 in desktop OpenGL.

    Same way as we have OpenGL ES 2.0 and 3.0 context creation in desktop OpenGL already.
  23. What I'm looking for is simply a counter that can...

    What I'm looking for is simply a counter that can tell me the time between two frames.

    Maybe have a millisecond, ?microsecond? and ?nanosecond? timer and a high precision timer.
    (Not sure if the...
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    @mhagain Please read my whole post. How it is...

    @mhagain
    Please read my whole post.
    How it is achieve is essentially very different.

    The timing of compilation and execution of shaders is done better.
    Will think a bit about how to be able to...
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    Reducing the number of synchronizations to...

    Reducing the number of synchronizations to minimize latency in a program loop is implied.

    I think that the idea of what Display Lists want to achieve was very good but that it was an...
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