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Thread: ARB_vertex_program2 when?

  1. #1
    Junior Member Regular Contributor
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    ARB_vertex_program2 when?

    I hope all the ihv get together and work on this. I understand that it's much faster to ignore everyone else and work on your own stuff but one interface sure would be neat. How many of you are planning on using NV_vertex_program2 extension? I'm not.

  2. #2
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    Re: ARB_vertex_program2 when?

    me neighter. it sucks in the language, a really ugly assembler. just made to force people to use cg..
    http://davepermen.net - if i could stay true to my heart, i would feel totally free

  3. #3
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    Re: ARB_vertex_program2 when?

    I don't see any point to using it directly if we can use Cg and make the Cg compiler generate all that ugly code for us.

    -SirKnight
    -SirKnight

  4. #4
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    Re: ARB_vertex_program2 when?

    A bit off topic: anyone has an idea why SIN/COS were left out from the spec? They are present is ARB_fp.

    I feel the asm approach is the correct one - other extensions / higher level languages will build on this.

  5. #5
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    Re: ARB_vertex_program2 when?

    I don't have anything against asm shaders since the programs are usually very short for games at least. I used d3d9 hlsl and asm and eventhough hlsl is easier to use I felt ok using asm(it's more straighforward than hlsl). I won't use CG but I might use glslang in the future. Shading language needs to be governed by ARB and not one company to favor their way of thinking.

  6. #6
    Senior Member OpenGL Guru Humus's Avatar
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    Re: ARB_vertex_program2 when?

    I think there's much interest in an ARB_vertex_program2 extension right now. Most focus is on finishing GL2 glslang, and once that's done noone would want a asm language anymore.

  7. #7
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    Re: ARB_vertex_program2 when?

    Originally posted by davepermen:
    me neighter. it sucks in the language, a really ugly assembler. just made to force people to use cg..


    What do you mean it sucks and its for forcing people into cg?

    NV_vertex_program2 is just an extenstion of 1.0 and 1.1

    And it's not really different then using ARB_vertex_program except for about 3 new features. It just adds looping, conditional execution and subroutine calling. Maybe a few other instructions too.

    I have no real use for it at the moment but it's a logical progression.
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

  8. #8
    Advanced Member Frequent Contributor cass's Avatar
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    Re: ARB_vertex_program2 when?

    Originally posted by Humus:
    I think there's much interest in an ARB_vertex_program2 extension right now. Most focus is on finishing GL2 glslang, and once that's done noone would want a asm language anymore.
    There are a couple of nice things about having low-level interfaces:

    - reduced driver complexity
    - 3rd party shading language design

    Driver quality has always been a dodgy issue for OpenGL implementors. Having a simple-to-implement, reliable interface is not a particularly bad idea.

    Hardware shading languages are still a relatively new thing, and we should expect them to change (perhaps significantly) as hardware becomes more general and capable and we learn the most natural programming models. Allowing 3rd party development of shading languages is a good idea, and a flexible, powerful, low-level interface is usually the best target for a shading system.

    I'm all for high-level shading. I just don't think it's time to do away with low-level interfaces.

    Thanks -
    Cass
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  9. #9
    Senior Member OpenGL Guru
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    Re: ARB_vertex_program2 when?

    vertex_program2 is needed for a few things which most current hardware can support:

    Subroutines
    Conditionals
    Jumps
    Loops

    fragment_program2 could conceivably add at least a little bit of predication without breakign on current hardware, but fragment_program feels more complete than vertex_program.
    "If you can't afford to do something right,
    you'd better make sure you can afford to do it wrong!"

  10. #10
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    Re: ARB_vertex_program2 when?

    Hi,


    I plan to use ARB_vertex_program2, since I prefer the assembler approach to the high level langage approach to program the video card.

    The current complexity of GPUs don't really justify the use of a higher level langage, in my eyes at least.


    regards,

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