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  1. Wayland doesn't know squat about graphics; I...

    Wayland doesn't know squat about graphics; I think you're talking about Weston.
  2. I'm not sure.. maybe not instructions. But you...

    I'm not sure.. maybe not instructions. But you need a way to define input/output registers via TGSI for tessellation, right? I mean the same way vertex position/fragment color is handled. I suppose...
  3. Yeah, adding two new shader stages sounds like...

    Yeah, adding two new shader stages sounds like heaps of infrastructure work. Even if Intel takes on the glsl part, you still have to define new TGSI instructions, right?
  4. Unfortunately I don't think there's any demand...

    Unfortunately I don't think there's any demand for tessellation shaders / subroutines atm., so I think nobody will work on these massive features any time soon. Which is unfortunate, because I'd...
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    Um, maybe because they were just published and...

    Um, maybe because they were just published and are nowhere close to being in core yet?
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    Yeah, I think 8) Any serious project in...

    Yeah, I think

    8) Any serious project in existence uses code generation (config.h)
    => barely any standard C++ using projects exist
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    Did you guys just seriously spend 5 pages worth...

    Did you guys just seriously spend 5 pages worth of posts debating whether moc falls under standard C++???


    Ontopic, the main difference I see between Gtk and Qt is that the Gtk (or should I say...
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    That's Xorg-think, where you have one monolithic...

    That's Xorg-think, where you have one monolithic code base that everyone uses. With compositors today, you already cannot adjust their settings with one tool, you need a different one to tweak mutter...
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    Unfortunately it's not mentioned in the article,...

    Unfortunately it's not mentioned in the article, but this extension is only meant for development and testing only, akin to Xtest (but ideally never exposed to actual users). There will not be a...
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    http://blogs.msdn.com/b/directx/archive/2014/03/20...

    http://blogs.msdn.com/b/directx/archive/2014/03/20/directx-12.aspx
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    Wow, seeing those numbers in comparison to...

    Wow, seeing those numbers in comparison to "naive" (whatever that means here) Direct3D11 really makes you wonder why engine architects aren't jumping on GL4.3. Especially with things like...
  12. No. Nvidia doesn't support the EGL Wayland...

    No. Nvidia doesn't support the EGL Wayland platform.
  13. Which parts are you talking about?

    Which parts are you talking about?
  14. Yeah.... no.

    Yeah.... no.
  15. ToGL benefiting Wine? Who the hell comes up with...

    ToGL benefiting Wine? Who the hell comes up with that kind of nonsense?
    Also, unless your Direct3D engine targets the decade old 9.0c the way Valve does to support WinXP users, ToGL is of absolutely...
  16. Thankfully it is limited to the 9.0c API, which...

    Thankfully it is limited to the 9.0c API, which should hopefully deter any new software from being written against it..
  17. Does anyone know how many hardware planes are...

    Does anyone know how many hardware planes are exposed by your typical r600 class card?
  18. Weston on the RPi makes direct use of the...

    Weston on the RPi makes direct use of the VideoCore API, which is accelerated by its graphical processor. More info: http://www.collabora.com/services/case-studies/raspberrypi/
  19. I have to day though that the "multiple...

    I have to day though that the "multiple inheritance" part is a bit intriguing, as that feature was intentionally left out of GObject (interfaces don't count).
  20. This very much sounds like the entire GTK+ ->...

    This very much sounds like the entire GTK+ -> GObject process all over again..
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