"I think it would be a very good idea."
- Gandhi, when asked what he thought about western civilization.
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Query FailedBarbie
Thursday, August 5, 2010

Beware though, this is obviously not language-compliant (you're looking under the hood). And I can also imagine that the indirection that the vtable provides could be hijacked by the runtime (think modifying the vtable at runtime ). Even if it's not now, it might happen in the future. (Unlikely, but still).

Oh, and BTW, the GL may be C static functions, the first thing it does on windows is calling into an indirection table that's part of the ICD model (for the windows-exposed GL functions at least. Things are different for extensions methods).
All in all, I would not recommend the method!

Cyril Crassin
Thursday, August 5, 2010

I love this kind if hack :-D
Thanks for the trick Humus ! That can also be applied in many other API relying on virtual calls.

Marek Olsak
Thursday, August 5, 2010

The following article explains how to turn most virtual function calls into inline ones and still have the same level of abstration. It's an example that virtual functions may have nearly no impact on performance when used wisely.

See here:
http://www.gamedev.net/reference/articles/article2763.asp

Nuninho1980
Wednesday, August 4, 2010

GPU w/ CUDA(compute) is much, much faster than CPU. therefore, I like too GPU and high-end videocard. I buy new GeForce 2 GTX480's...
CPU will dead. :P

Overlord
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

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