http://www.khronos.o...or-enhancements
specs:
http://www.opengl.org/registry/
Beta drivers from Nvidia:
http://www.nvidia.co...driver-4.3.html
And I obviously had to quickly try out compute shaders:
https://github.com/p...pute_shader.cpp
Yay!
For us lazy programmers, please give a short summary of the benefits or disadvantages, as you see it!
It would be nice if moderators didn't try to start an API flamewar though, i think we get enough of those.
Computer Shaders - admission that OpenCL/GL interop has failed to work.
Features - brings it up to D3D11 standard but, with at least one extension, introduces yet another way to do things
DSA - genuine question about the state of it...
Note: no where did I say 'D3D11 is better!'
None of that is surprising, though. And indeed D3D11 is "better", except for the little detail that it's proprietary and Windows-only (which, as it happens, is the one important detail for me personally).
phantom is actually correct, although the wording chosen can certainly come across as "let's start a flame war" - but look beyond that at what the update actually does have to offer.
And indeed D3D11 is "better", except for the little detail that it's proprietary and Windows-only (which, as it happens, is the one important detail for me personally).
CL/GL interop didn't fail to work. It did work quite well. Despite this I have to admit that it is way more complicated than the DX11 compute shaders, BUT it DID work. In fact I could port DX11 compute shaders to OpenCL and make it work together with OpenGL. see:
http://www.gamedev.n...via-opencl-r233
I'm looking forward to trying out OGL compute shaders though, as it seems more reasonable to use it for processing textures / lighting.
The debugging feature is quite an improvement as such functionality was missing.
I'm not sure about Linux support tbh; I tend to hear it swinging betweeen 'good' and 'bad' with a healthy dose of 'no closed source code in my linux!' kicking around.For me, it has always "kind of" worked, but never really well as compared to how well it works under Windows.
What else could it mean but serious OpenGL support from IHVs?
[quote name='samoth' timestamp='1344337679' post='4966978']
What else could it mean but serious OpenGL support from IHVs?
The API is fine, you can complain about the ARB making bad or slow decisions but the API itself is fine(it might not be perfect but it doesn't have to be), it gives developers access to the features they need on the platforms they're targeting and according to Valve OpenGL also still performs better on both Windows and Linux than D3D9 does and they did manage to get better performance in Linux than on Windows so overall things are looking decent.
Linux + OpenGL : 3.17ms/frame
Win7 + D3D9 (270fps): 3.7ms/frame
Win7 + D3D9 (304fps): 3.29ms/frame
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