"He is able who thinks he is able."
- Buddha
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Query FailedOverlord
Sunday, August 1, 2010

While off-line shader compilation is nice i but i feel that extensions like EXT_shader_image_load_store and ARB_viewport_array is much more interesting and i would like to experiment some with them, if only i had a Fermi card.

Axel
Saturday, July 31, 2010

Apparently you can only precompile for *a specific* driver. There is still no standard bytecode.

fmoreira
Friday, July 30, 2010

and it finally supports offline shader compilation

http://www.geeks3d.com/20100727/opengl-4-1-allows-the-use-of-binary-shaders/

Aras Pranckevicius
Friday, July 30, 2010

Too bad some platforms (I'm looking at you, OS X) are still stuck with GL 2.1

But yeah, after GL3.0 fiasco I was pleasantly surprised by the further releases. Quickly executed steps in the right direction. Still no core re-architecting of sometimes ancient concepts, but at least a feature parity with D3D

Josef
Wednesday, July 28, 2010

Jojo.. Det var ju en del bilder p� Jenny...

mark
Wednesday, July 28, 2010

is Flora single? (rofl)
NerdRus!

mark
Tuesday, July 27, 2010

EDRAM simply isn't future proof, the xbox720 won't have it.
they actually put it in to resolve USB3 patent issues with NEC.

Slagh
Monday, July 26, 2010

One of the advantages of EDRAM is when reading and writing the 'same' render target/texture - on 360 it's different ram - you retain the previous state (the last resolve) of your texture in RAM and you can do what you like in EDRAM. On systems without EDRAM you must swap buffers, and possibly begin with a 'restore' of the previous pixels if it's a partial update. Funnily enough this 'restore' is another one of the downsides to EDRAM when updating render target content (when you can't limit it to a sub-rect resolve).

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