OpenGL 4.x

Advanced: Тема повышенной сложности или важная.

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16:18, 11 мар. 2010

ну и всё, собственно :)


16:18, 11 мар. 2010


долго они рожали

16:35, 11 мар. 2010

а, ну спек на GL4.0 вышел

16:42, 11 мар. 2010

Ух ты, офигенно... Неожиданно... Я думал будет 3.3 только, а тут 4.0, супер... Качаю...

16:43, 11 мар. 2010

> а, ну спек на GL4.0 вышел
Ссылку пожалуйста.
OpenGL is the best.

16:44, 11 мар. 2010


Ты бы лучше тему создал OpenGL 4.0, переименуй... :)

16:47, 11 мар. 2010

New features in OpenGL 3.3, including the extension or extensions if any on which they were based, include:

- Support for OpenGL Shading Language 3.30, including built-in functions for getting and setting the bit encoding for floating-point values (GL_ARB_shader_bit_encoding - this extension only affects the shading language, not the API).

- New blending functions whereby a fragment shader may output two colors, one of which is treated as the source color, and the other used as a blending factor for either source or destination colors (GL_ARB_blend_func_extended).

- A method to pre-assign attribute locations to named vertex shader inputs and color numbers to named fragment shader outputs. This allows applications to globally assign a particular semantic meaning, such as diffuse color or vertex normal, to a particular attribute location without knowing how that attribute will be named in any particular shader (GL_ARB_explicit_attrib_location).

- Simple boolean occlusion queries, which are often sufficient in preference to more general counter-based queries (GL_ARB_occlusion_query2).

- Sampler objects, which separate sampler state from texture image data. Samplers may be bound to texture units to supplant the bound texture’s sampling state, and a single sampler may be bound to more than one texture unit simultaneously, allowing different textures to be accessed with a single set of shared sampling parameters, or the same texture image data to be sampled with different sampling parameters (GL_ARB_sampler_objects).

- A new texture format for unsigned integer textures (GL_ARB_texture_rgb10_a2ui).

- A mechanism to swizzle the components of a texture before they are returned to the shader (GL_ARB_texture_swizzle).

- A query object-based mechanism to determine the amount of time it takes to fully complete a set of GL commands without stalling the rendering pipeline (GL_ARB_timer_query).

- Ability to specify an array ”divisor” for generic vertex array attributes, which when non-zero specifies that the attribute is instanced. An instanced attribute does not advance per-vertex as usual, but rather after every divisor conceptual draw calls (GL_ARB_instanced_arrays).

- Two new vertex attribute data formats, signed and unsigned (GL_ARB_vertex_type_2_10_10_10_rev).

16:48, 11 мар. 2010

Сегодня исторический день. OpenGL 4.0 от  11 марта

16:52, 11 мар. 2010

New features in OpenGL 4.0, including the extension or extensions if any on which they were based, include:

- Support for OpenGL Shading Language 4.00, including new fragment shader texture functions (textureLOD) that return the results of automatic level-of-detail computations that would be performed if a texture lookup were performed (GL_ARB_texture_query_lod - this extension only affects the shading language, not the API).

- Ability to set individual blend equations and blend functions for each color output (GL_ARB_draw_buffers_blend).

- Mechanism for supplying the arguments to a DrawArraysInstanced or DrawElementsInstancedBaseVertex drawing command from buffer object memory (GL_ARB_draw_indirect).

- Many new features in OpenGL Shading Language 4.00 and related APIs to support capabilities of current generation GPUs (GL_ARB_gpu_shader5 - see that extension specification for a detailed summary of the features).

- Support for double-precision floating-point uniforms, including vectors and matrices, as well as double-precision floating-point data types in shaders (GL_ARB_gpu_shader_fp64).

- Ability to explicitly request that an implementation use a minimum number of unique set of fragment computation inputs when multisampling a pixel (GL_ARB_sample_shading).

- Support for “indirect subroutine calls”, where a single shader can include many subroutines and dynamically select through the API which subroutine is called from each call site (GL_ARB_shader_subroutine).

- New tessellation stages and two new corresponding shader types, tessellation control and tessellation evaluation shaders, operating on patches (fixed-sized collections of vertices) (GL_ARB_tessellation_shader).

- Support for three-component buffer texture formats RGB32F, RGB32I, and RGB32UI (GL_ARB_texture_buffer_object_rgb32).

- Cube map array textures, 2-dimensional array textures that may contain many cube map layers. Each cube map layer is a unique cube map image set (GL_ARB_texture_cube_map_array).

- New texture functions (textureGather) that determine the 2x2 footprint used for linear filtering in a texture lookup, and return a vector consisting of the first component from each of the four texels in the footprint (GL_ARB_texture_gather).

- Additional transform feedback functionality including
  – transform feedback objects which encapsulate transform feedbackrelated state;
  – the ability to pause and resume transform feedback operations; and
  – the ability to draw primitives captured in transform feedback mode
without querying the captured primitive count (GL_ARB_transform_feedback2).

- Additional transform feedback functionality including increased flexibility in how vertex attributes can be written to buffer objects and new support for multiple separate vertex streams (GL_ARB_transform_feedback3).

16:55, 11 мар. 2010

Новые расширения соответственно:


17:05, 11 мар. 2010

OpenGL Extension Registry (All-In-One) - 11.03.2010

17:20, 11 мар. 2010

ждем первых OpenGL 4.0 my first triangle
правда Gl3 показал, что на таких демках все и заканчивается.

17:21, 11 мар. 2010

> ждем первых OpenGL 4.0 my first triangle
> правда Gl3 показал, что на таких демках все и заканчивается.

А что ещё надо?

17:23, 11 мар. 2010

ну и кому нужны эти скачки по версиям?

17:26, 11 мар. 2010

> ну и кому нужны эти скачки по версиям?
Это называется "Revolution Through Evolution".

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