"If builders built buildings the way programmers wrote programs, then the first woodpecker that came along would destroy civilization."
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Query FailedHumus
Sunday, August 9, 2009

Extension querying is not much of an issue if you start by requiring a base OpenGL version. Then you only have to check any extensions you need on top of what the core API provides.

Sopyer, I can see someone missing display lists (although I don't), but immediate mode is quite a burden for the driver without providing any functionality that can't be done using other means. I say good riddance. Yes, for some quick prototyping it can be convenient, but there's nothing preventing you from creating a small class that builds a vertex buffer from immediate mode calls. It's like an hour of work.

Sopyer
Sunday, August 9, 2009

But who said that DirectX is great API? Especially for simple tasks. And by the way DirectX does has DisplayList - this is so called deffered contexts in DX11. Why OpenGL should mimic some API that was inferior to it in underlying concepts(not features)? Another example is flexability of buffer objects in OpenGL does not have any match in DX, though DX improved this a bit in DX10.0 and later versions. Of course OpenGL is not without flaw. I think that many will agree that it does need some unified object system. And well we still do not have one, if I remember correctly.

Wheret
Saturday, August 8, 2009

"Well we will have one more DirectX, only cross-platform..."
Well isn't that great?

Sopyer
Saturday, August 8, 2009

I am not so sure that OpenGL is moving in right direction. They excluded functionality from core which does not have any substitutes(DisplayLists). They removed immediate mode - one of the most usefull feature, especially for quick prototyping and low performance code like fullscreen quads. And more to say immediate rendering mode is the first feature that beginers start to use. OpenGL was always beginers friendly, but it seems in future this will be fixed. This decisions are strange for me. OpenGL is losing it distict features, only to get on par with DirectX. Well we will have one more DirectX, only cross-platform...

Eosie
Saturday, August 8, 2009

And you even need to turn on your computer to be able to use it. So lame.

I mean, the extension queries don't matter...

blah
Saturday, August 8, 2009

That's what I hate most about GL. You need to query extensions to use any GPU innovation from the last decade. So lame.

Hobgoblin
Saturday, August 8, 2009

A few years ago in a Calculus class I came across this method whilst trying to work out how I could render certain shapes, using a method of rotating around the vertices and placing a triangle vertex at points that reduced in distance (along the vertex list) gradually, so the first triangle's vertices were x of the circles vertices apart, then the next tier of triangles had vertices that were x-1 of the circles vertices apart and so on.

At the time all I thought was that it was an interesting way to fill a circle, I didn't really think about actually applying it for tessellation, so nice job in that regard as it appears to be really effective as far as fragment shading is concerned.

Wish I had thought of actually applying it.

Nice job.

Tiv
Thursday, July 30, 2009

I think the bug would be the not-working alpha-blending on the trees at around 0:35.

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