"A ship in the harbor is safe, but that is not what ships are built for."
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Query FailedGianT
Sunday, June 6, 2004

Oh... ATI's two-sided stencil extension : GL_ATI_separate_stencil ! Interesting !

GianT
Sunday, June 6, 2004

Thanks a lot !

I'm still sad not to see GL_EXT_stencil_two_side in the list... Is there no equivalent to this one ?

Allen
Sunday, June 6, 2004

Actually Nvidia boards do support GLSL. You just need drivers 56.68 or higher which you can get from http://developer.nvidia.com. I have a GeForce FX and I use GLSL all the time.

Humus
Saturday, June 5, 2004

I was going to send you over here, http://www.delphi3d.net/hardware/index.php , which is a very good resource for this purpose, but then I found that there was no submission for the X800 cards. Anyway, here's the list:

GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_NV_blend_square
GL_NV_occlusion_query
GL_NV_texgen_reflection
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGI_color_matrix
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_extensions_string
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_swap_control

GianT
Saturday, June 5, 2004

Hi !

I'm asking you for a little service :
could you post or mail me the complete supported OpenGL extensions list of your X800Pro card ?

I searched a lot, and I couldn't find it...

My mail : Gian.Schellenbaum@gmx.ch

Humus
Saturday, June 5, 2004

It's pretty ok, despite being packed with fans. The case came with two chassis fans on the back and one in the middle of the window on left side. But they are very silent, so I let them all run. The power supply has two fans, one on the back and one inside the box, and then you have the CPU fan and GPU fan. But they aren't that noisy either.

Rodge
Friday, June 4, 2004

So Humus, how quiet is that bad boy, you have said in the past you are a proponent of silent computing?

R

Humus
Thursday, June 3, 2004

I don't call 15% performance improvement lame or useless. That's what I'm getting in my test app I'm running right now. It will probably go up when I increase resolution. The normal way of doing bumpmapping is by using a RGBA8 texture. That gives 4:1 compression. If we start revising things like you do then we could conclude that DXT1 isn't the typically quoted 8:1 either, only 6:1, or actually just 4:1 if we take into account that the stored pixels are only 16bit precision. You can count whatever way you want depending on what your source material is. If you use a RGBA32f source you could claim a 32;1 compression for DXT1. Comparing typical usage scenarios, it's a 4:1 compression.

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