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Thread: OpenGL 3.0

  1. #11

    OpenGL 3.0

    Quote Originally Posted by chronozphere
    OpenGL does support geometry shaders (at least nVidia published
    an extension on it - ATi/AMD seems to think this is unnessecary).
    Ah okay... I didn't know that. But i those threads, people still mention "Geometry Shaders" now and then. I think they expected it to be core functionality that worked on most of the proper gaming systems. So far, implementing OGL geo-shaders is not worth-while because quite alot of people can use them (ATI + Intel chips).
    Doesn't ATI >X2xxx cards have the GL_EXT_geometry_shader4 extension? They support unified shaders which should have geometry shader capabilities

    If I ever get the time to get back to graphics coding I would probably start looking at DirectX instead of OGL which I've used since I started doing 3D rendering. A quick glance at their interfaces tells me that it's awesome. Especially DX10 and DX11 which should even have inbuilt handling of multithreaded and therefore multicore capabilities
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  2. #12

    OpenGL 3.0

    I read somewhere that ATI didn't consider it neccesary to write proper OpenGL geo-shader implementations for their drivers. :?
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  3. #13

    OpenGL 3.0

    Well, maybe it's time to move on. All i do is play games and make them so Windows is obvious choice, so DirectX. It was fun with OpenGL though.

  4. #14

    OpenGL 3.0

    Well dispite the bad press on OpenGL 3 API, if you want to write 3D apps for Linux and OSX you will just have to use it, cos M$ definately wont.

    Personally I prefer OpenGL. I find it easier to work with than DirectX. After spending the last few months converting an Direct3D app to OpenGL I can safely save the code is allot easier to read now than it was, thus easier to maintain .

    I find it disapointing that people tend to focus on the negative parts of stuff like this, but hey that's human nature isnt it. :?
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