ector++
UBOs were much needed and direct state access is what OpenGL *really* needs.
ector++
UBOs were much needed and direct state access is what OpenGL *really* needs.
[The Open Toolkit library: C# OpenGL 4.4, OpenGL ES 3.1, OpenAL 1.1 for Mono/.Net]
Can't make any specific promises since this is a group effort and it is too soon to say really, but many of the suggestions on the last couple of posts carry some noticeable weight behind them in terms of "working group interest level" for the next major revision. That said we are trying to stay schedule driven and we might start out a plan with 5 major things on the list and then ship with 4 in order to avoid extensive schedule creep, so that's why we don't carve it in stone here..
UBO was one that caused a bit of schedule elongation on the 3.1 release but we can see that it was worth the slight added wait.
Will pull down and read the specs today, but the bullet points above seem to indicate you've covered most of the things I am immediately concerned about. Thanks.
Just have to wait for Apple to roll it out then....![]()
Haven't got the chance to download the specs yet, but what about the fixed function pipeline? Is it still in there or have it been eventually removed?
Nice work! I hope vendors will make us happy with their good and stable drivers (which behave identically) eventually. At least for 3.1 part. And *maybe*.. this thing will return OpenGL to game development area.
I'm the guy who cares about games on linux (well, I hope to see them in future) and without good competing GAPI it's not even possible. I mean the obvious way it will happen is - make a game for window$ and port it to linux/macos since API is OpenGL anyway. In other words, I hope we will see games for window$ on top of OpenGL in future.
Once again, great job!
Nvidia already released 3.1 drivers, nice work !
Supposed to be OpenGL 3.1 drivers but it's definitely not yet.
Anyway, drivers are on their ways for both nVidia and ATI.
Nice one - agreed with ector though: direct state access in 3.2 pls.
Good stuff.
From http://developer.nvidia.com/object/o...ver.html#notes :
Can't test on my oldish card, but this sounds already quite complete.This driver implements all of GLSL 1.30 and all of OpenGL 3.0, and all of OpenGL 3.1 and GLSL 1.40, except for the following functionality:
* The std140, column_major and row_major layout qualifiers in GLSL 1.40
* The API call BindBufferRange() ignores the <offset> and <size> parameters. In other words, BindBufferRange() behaves the same as BindBufferBase()
Just dropped by out of self-inflicted exile to say: GOOD JOB, KHRONOS