Oh. The colorizing of the user name shouldn’t imply any official PR capacity. I just asked the webmaster to set my account so I can create topics in the announcement section, I guess it turns red when you do that
Just wanted to let people know that more information will be forthcoming next week.
The GL section of the Khronos track runs from 2 to 4PM. Room 3002. Would be happy to meet up and chat with people even if you arrive after the presentation.
Don’t know what the plan is for materials to be put online yet.
Just after a quick pre-coffee glimpse: Uniform buffers look shiny Gone all the crap with bindable uniforms, uniform blocks similar to the cbuffer syntax, also with specifyable layout.
Table 3.12 with the internal formats on page 122 in http://www.opengl.org/registry/doc/glspec31.20090324.pdf
shows wonky black rows, missing the signed internal formats. This is also similar in the spec with the undeprecated stuff in it.
Nooooo the OpenGL.org server get crazy and don’t want to let me download OpenGL 3.1 specifications …
Well I have the GL_ARB_uniform_buffer_object already, 66 pages to wait. What a work on this extension!
EDIT:
I have finally get to download the specification … what a nice surprised, GL_ARB_texture_rectangle, finally in the core! The so complicated life of this extension get more simple just like that … I’m wondering what changed ARB mind.
Maybe because it appears to be very useful for postprocessing effects? (theoretically it should be faster and neater to use non-normalized coordinates when mips are unnecessary)
I love the spec. Clean, strict, with very appreciated additions.
The std140 qualifier overrides only the packed and shared qualifiers; other qualifiers are inherited. The
layout is explicitly determined by this, as described in the API specification section??. Hence, as in shared above, the resulting layout is shareable across programs
I also did some harsh comments when OpenGL 3.0 was released, so I think now it is a good oportunity to do the other way, and congratulate everyone that made OpenGL 3.1 possible.
Thanks for improving OpenGL. I really don’t want to start learning DX.
Keep in mind that we are already working on the successor to 3.1, so this is a great time to hit up the “talk about your applications” thread for some post-3.1 feedback.
Well, my first impression is that the new trimmed 3.1 spec (which is finally baggage free) makes the previous 3.0 spec look awkward in comparison. People new to OGL are in for a nasty suprise …