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Type: Posts; User: mhagain

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    A D3D deferred context is almost exactly as...

    A D3D deferred context is almost exactly as described - record API calls on a separate thread then play them back on the main thread. There's a very obvious case it targets and that's the case where...
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    Here's the way things work. There are at least...

    Here's the way things work.

    There are at least three main classes of functionality that are candidates for adding to OpenGL.

    The first is to fix bugs in existing spec and I don't think anyone...
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    It's worth noting that back in the old GL 1.1 vs...

    It's worth noting that back in the old GL 1.1 vs D3D 3 days, the fact that OpenGL was unquestionably a better API was a very significant influencing factor. Both had similar capabilities and could...
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    But the ARB ain't avoiding DSA. Sampler objects...

    But the ARB ain't avoiding DSA. Sampler objects have a DSA API (and they're primarily from AMD, so less of the "NVIDIA trying to push" thing because it's just not true). glProgramUniform is in...
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    It's actually worse because you need to save out...

    It's actually worse because you need to save out and restore the previously bound buffer, otherwise you're potentially going to mess with state used for drawing (e.g. VAO state). That is the single...
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    Mental note to self: don't use "removal of {X}"...

    Mental note to self: don't use "removal of {X}" as shorthand for "removal of the absolute need to use {X} in every concievable situation while still allowing that the ability to use {X} may be...
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    ...on the other hand sampler objects are...

    ...on the other hand sampler objects are primarily from AMD and use a DSA-style API: http://www.opengl.org/registry/specs/ARB/sampler_objects.txt

    And as for DSA not removing bind-to-modify, check...
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    The DSA extension as it stands isn't appropriate...

    The DSA extension as it stands isn't appropriate for promotion to core - for one thing it modifies a LOT of deprecated functionality, and any hypothetical DSA-in-core would very likely not include...
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    Mental note to self: don't pull random examples...

    Mental note to self: don't pull random examples out of ass when the Spanish Inquisition are around. ;)

    See my comment on the previous page for one case where a base index is insufficient.
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    There's also the case that it will make it easier...

    There's also the case that it will make it easier to extend the vertex buffer API going forward (based on the assumption that it maps to, and continues to map to, hardware, of course) - which would...
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    This assumes that all of your VBO streams are...

    This assumes that all of your VBO streams are going to be using the same stride or offset, which is not always the case. You may have a different VBO for texcoords as you have for position and...
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    Hypothetical reason why you may wish to change...

    Hypothetical reason why you may wish to change the stride - skipping over vertexes for an LOD scheme.

    To be honest I think you're wasting too much negative energy on this. Not having attribute...
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    On the other hand, what harm does it do? I...

    On the other hand, what harm does it do? I personally can't see any reason to change stride either, but the functionality is now there and maybe someone will find a use for it? I don't see it as...
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    In D3D at least, when using IASetVertexBuffers...

    In D3D at least, when using IASetVertexBuffers (slot, num, buffers, strides, offsets), changing the strides and/or offsets alone is cheaper than changing everything. Since the buffer part of the...
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