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Type: Posts; User: aqnuep

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    I don't understand why everybody is asking for...

    I don't understand why everybody is asking for multi-threading in OpenGL since D3D has it. FYI: OpenGL always had multi-threading support.
    D3D's multi-threading approach is not much different. Only...
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    That's a good point, I can accept that one....

    That's a good point, I can accept that one. Though still not as flexible as programmable vertex fetching.


    Maps perfectly to what hardware? May fit one, may not fit another. Lots of extensions...
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    Agree, not to mention that the per-attribute...

    Agree, not to mention that the per-attribute relativeoffset parameter is still specified for the vertex attributes themselves and, in practice, these relative offsets don't make any sense unless you...
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    I don't understand what's the use case here. How...

    I don't understand what's the use case here. How stride helps you "skipping over vertices for a LOD scheme"? Also, skipping over vertices should be done by giving a different base index to...
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    What makes you think that? Please give a...

    What makes you think that? Please give a reference to where did you read that because I would be also interested.

    From bindless, I feel that NVIDIA thinks two things to be expensive:
    1. Vertex...
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    Maybe, it all depends on the hardware and driver...

    Maybe, it all depends on the hardware and driver implementation, though I suppose that not all existing hardware can do it that way, but maybe I'm wrong. However, that means an additional indirection...
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    Exactly, shaders do perform the fetching and...

    Exactly, shaders do perform the fetching and attribute format conversion internally, so they have to know the stride in order to create the appropriate fetching and conversion code, thus despite we...
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    I couldn't agree more, stride is just strange...

    I couldn't agree more, stride is just strange there, as it's more a format specifier than a resource specifier. Also, the additional indirection between vertex attribute indices and vertex buffer...
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