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Type: Posts; User: Demirug

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    Re: OpenGL 3 Updates

    That “Direct3D Retained Mode” is something complete different. It was some sort of high level engine that was part of the first Direct3D version. It was hardly used and I know only one game that was...
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    Re: OpenGL 3 Updates

    What do you mean with an index buffer object? While former Direct3D versions have dedicated index buffer with Direct63D 10 you just create a buffer (with an index buffer binding flag) and use it as...
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    Re: OpenGL 3 Updates

    The main argument for a common GPGPU shader API Element is the common part. As long as GPGPU Applications are bound to hardware from one manufacture I don’t see them ready for mass market. The...
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    Re: OpenGL 3 Updates

    Well, it is not properly virtualized in the sense that memory limitations in the driver and on the GPU, are transparent to the developer. I would not call it properly virtualized until we can render...
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    Re: OpenGL 3 Updates

    You overrate the resources that Microsoft has available. ;)

    I believe the main problem here is that most people see Direct3D 10 as an API while for Microsoft it is something more. There is the...
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    Re: OpenGL 3 Updates

    Nvidia commented these questions in the past.

    The majority game developers (which are the primary users of these tools) prefer to see more features on the Direct3D side instead of an OpenGL...
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    Re: OpenGL 3 Updates

    Most games today waste millions of cycles by using an interpreted script language. We although sacrifice performances for flexibility on all other places.

    This whole discussion has happens before...
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    Re: OpenGL 3 Updates

    I think one of the relevant C# applications in this context here is FXComposer.
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    Re: OpenGL 3 Updates

    While the Direct3D Part of winelib is not perfect it already provides a high level of compatibility (hard and soft). Unfortunately there are some Direct3D constructs that are hard to map to OpenGL or...
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    Re: OpenGL 3 Updates

    The overall structure of Direct3D 10 is very similar to what we have seen from OpenGL 3.0 so far. That’s the reason why I had postponed any work on my Direct3D 10 to OpenGL wrapper.

    The main...
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    Re: OpenGL 3 Updates

    Depends on the NDA. But it is not uncommon that a NDA is part of the NDA itself. In such cases you are not allowed to tell someone that there is an NDA.
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    Re: OpenGL 3 Updates

    Yes. Direct3D doesn’t support an official extensions mechanism. Some drivers do it anyway with so called “API-Hacks”. But this is a somewhat ugly thing.

    You criticize Direct3D for not being...
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    Re: OpenGL 3 Updates

    Just for completeness.

    The first working tech preview for Direct3D 10 was part of the December 2005 SDK. It worked with the Vista December CTP. The following SDKs were updated to be in sync with...
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