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Type: Posts; User: Jan

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    Re: Official feedback on OpenGL 4.0 thread

    The difference is, that bad pointers in shaders are much more likely to blue-screen your entire PC. That's something that is pretty rare these days in ordinary programming.
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    Re: Official feedback on OpenGL 4.0 thread

    Don't forget that a glGet* call will call into a driver-DLL, which is ALWAYS slower, than calling your own functions, no matter how fast that function actually returns.
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    Re: Official feedback on OpenGL 4.0 thread

    @bsupnik: I think i cannot use DLs to do that, because many of the commands i use are not compiled into display lists. It is really a huge piece of rendering code that sets many different shaders,...
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    Re: Official feedback on OpenGL 4.0 thread

    I agree with Eric. Something to make uniforms like the environment variables from ARB_fragment_program would be extremely helpful.

    In my apps i actually treat all uniforms like env variables. If...
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    Re: Official feedback on OpenGL 4.0 thread

    Well, to be pedantic, that's not exactly what he said.

    Using Geometry shaders and layered fbo's lets you render several things at once from ONE thread. He said he would like to render from several...
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    Re: Official feedback on OpenGL 4.0 thread

    One important point is, that with version numbers (instead of profiles) vendors will be able to simply write "supports OpenGL 4.0" on their products. That is very important for competition, because...
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    Re: Official feedback on OpenGL 4.0 thread

    Well said, Aleksandar. DSA is about making an API more stream-lined and EFFICIENT. Sure, if you use glGet* and push/pop before EVERY state-change, you can make it work the same way, even today.
    ...
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    Re: Official feedback on OpenGL 4.0 thread

    That would be me! (http://www.opengl.org/discussion_boards/...1694#Post251694)

    And yes, i am VERY happy about that, i did not think that anybody would take it seriously.

    Jan.
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    Re: Official feedback on OpenGL 4.0 thread

    Well, i was going to complain, that although it's called "4.0" it does not contain DSA or multi-threaded rendering.

    But after more carefully sifting through all the material, i am actually pretty...
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