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    • #6880
      Anonymous
      Inactive

      The new OpenGL 3.0 spec is out, and people seem to be pretty pissed about, mainly due to the lack of an API overhaul as was promised. It seems to be pretty hard to get a basic version of changes, and I haven’t been able to find a list of "promised by non delivered" features, although I assume they’ll pop up soon.

      Anyway, here’s a link to the slashdot article, anyone have any thoughts on this?

      http://tech.slashdot.org/tech/08/08/11/2135259.shtml

    • #41993
      Anonymous
      Inactive

      New features:
      32-bit floating-point textures
      32-bit floating-point depth buffer support.

      Am I reading this wrong, kinda shocked openGL has had only just got these. Havent cards for years and DirectX since 9 supported 32 bit textures. Thats an eternity in technology terms.

      I’m working on a project that needs to encodes a bunch of stuff to a four channel texture in high precision but been thinking in Direct X, never checked if OpenGL could do it.

    • #41994
      Anonymous
      Inactive

      Am I reading this wrong, kinda shocked openGL has had only just got these. Havent cards for years and DirectX since 9 supported 32 bit textures. Thats an eternity in technology terms.[/quote:1e8ddf6ca0]

      I think they mean 32 bit floating point textures, not 32bit RGBA textures (OpenGL always supported these IIRC). So instead of a byte each for RGBA you use a 32 bit floating point value.

    • #41996
      Anonymous
      Inactive

      D’oh. I thought DirectX had 32bit floating point since 9 but now that you say it probably was 16bit fp. Thanks for correction Patrick.

    • #41998
      Anonymous
      Inactive

      I think it has been supported using OpenGL extensions for a long time too. There is an ARB extension that supported it for a while, this just means it is now part of the official OpenGL spec.

      http://www.opengl.org/registry/specs/ARB/texture_float.txt

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