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Type: Posts; User: Alfonse Reinheart

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    Re: Official feedback on OpenGL 4.0 thread

    That's because these are also missing from the .spec files.

    I'm happy that the ARB is getting much more proactive about advancing OpenGL, but you guys really need to do something about the errors...
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    Re: Official feedback on OpenGL 4.0 thread

    ... I don't know why I thought it was different before. I seem to recall that this form of instancing was based on building a large index array, with multiple copies of the same indexes, one for each...
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    Re: Official feedback on OpenGL 4.0 thread

    Is that how you render an object in different places? By changing a vertex attribute?

    No; usually, if you want to render the same object in two places, you set some uniforms, render it, change...
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    Re: Official feedback on OpenGL 4.0 thread

    That's why I don't understand why you brought it up; nobody ever claimed instancing was a silver bullet or that bindless wasn't more general-purpose.



    Even so, it is important to denote the...
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    Re: Official feedback on OpenGL 4.0 thread

    I don't know what this thing you have about the max combined texture image units is. Do you think that this is some fictitious API-created limitation rather than a real hardware limitation? If you...
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    Re: Official feedback on OpenGL 4.0 thread

    He was talking about a new way. That is, a new extension that would provide the beneficial effects of bindless without the negative effects of it.

    Both VAR and buffer objects are a way to deal...
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    Re: Official feedback on OpenGL 4.0 thread

    I think you've misunderstood what the point of bindless is, and how it creates optimizations.

    Bindless (as far as vertex attributes go) works as a performance optimization because of cache issues....
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    Re: Official feedback on OpenGL 4.0 thread

    Buffer objects have never been intended to store data according to specific formats controlled by the implementation. The intent was to have driver-allocated memory.

    What the current abstraction...
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    Re: Official feedback on OpenGL 4.0 thread

    It isn't really about scary corners and such. It's more about breaking an abstraction in a way that could have repercussions later. Sooner or later, some hardware maker is going to have truly...
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    Re: Official feedback on OpenGL 4.0 thread

    Scientists do. I imagine the guys working on Folding@home are frothing at the mouth to get more bits of precision and IEEE-754-2008 support into more people's houses.

    But scientists care more...
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    Re: Official feedback on OpenGL 4.0 thread

    I was talking to Eosie, who seems to think that what you are referring to is unimportant, since you should just be doing glGets.
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    Re: Official feedback on OpenGL 4.0 thread

    DSA is not about efficiency. DSA does not mean that drivers can happily get rid of the name-to-pointer mapping. DSA does not make your code more efficient.
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    Re: Official feedback on OpenGL 4.0 thread

    Name an IHV who has ever, ever recommended that glGet functions are perfectly fine performance-wise and that user mirroring would be a waste of time.

    Since the earliest days of OpenGL...
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    Re: Official feedback on OpenGL 4.0 thread

    But they don't, so it doesn't matter what they "may" or "should" be doing. They don't, so glGet is a bad idea.

    And why "should" they? If I don't need to glGet anything, why should the driver be...
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    Re: Official feedback on OpenGL 4.0 thread

    A quite a bit of GL 2.1 hardware is coming to the end of support from IHVs. So even if they add an extension tomorrow, there is still a lot of hardware out there that won't have access to it.


    ...
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    Re: Official feedback on OpenGL 4.0 thread

    Actually, the concern is more what Groovounet was suggesting: that ATI might pretend that the entire HD 5xxx line may support 4.0 and silently convert doubles to floats.

    Without conformance tests,...
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    Re: Official feedback on OpenGL 4.0 thread

    It's just that only some of the HD 5xxx line supports double-precision, not all of them. So only some can offer GL 4.0 support.
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    Re: Official feedback on OpenGL 4.0 thread

    I wouldn't. It's much easier to look at an extension specification to figure out what it is doing than to see exactly how a specific feature like sampler_objects is defined in GL 3.3.



    You can...
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    Re: Official feedback on OpenGL 4.0 thread

    The second. Sync objects are the first.



    Oh well. It could be worse. At least OpenGL allows you to get at that 3.x + extensions.

    Also, please note: most of the 4.0 features are core...
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    Re: Official feedback on OpenGL 4.0 thread

    What does that matter? You can already specify a version number to glContextCreateAttribARB. Why would you need a special bit to say you want GL3 when you just asked for a GL 3.3 context?
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    Re: Official feedback on OpenGL 4.0 thread

    They could just do it with core extensions. For example, if they have shader separation, they could just make an ARB_program_separate core extension rather than a point release.

    They didn't make...
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    Re: Official feedback on OpenGL 4.0 thread

    And now I'd like to present the most awesome thing in the OpenGL 3.3 specification:



    Oh, and FYI: glDrawElementsOneInstance also does not exist ;) Are there any other functions in OpenGL that...
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    Re: Official feedback on OpenGL 4.0 thread

    It's not there to save performance. What it does do is allow a shader that does transform feedback to decide how to do the rendering with the feedback data by itself.



    I was actually rather...
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    Re: Official feedback on OpenGL 4.0 thread

    That's not why it's still around.



    That's not necessarily true. It can be true, but it certainly doesn't have to be.



    They didn't do it when ARB_geometry_shader4 was promoted to core, so...
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    Re: Official feedback on OpenGL 4.0 thread

    Because none of them are responsible for it. ATI's drivers are OK, and NVIDIAs are pretty good. The problem is Intel. Their drivers are terrible. And if you're making casual games, you want to be...
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