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  1. Those features are very important (tessellation,...

    Those features are very important (tessellation, compute, SSBO's). Although Most engines can fall back to GL 3.3 for now. I'd also like to see some of the sparse texture/buffer type stuff to land in...
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    This looks incredible guys and thank you for...

    This looks incredible guys and thank you for putting the effort into open sourcing it, I can't wait to check it out!

    Please don't make it (L)GPL, no one will use it then outside of the GNU...
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    What I meant is Gallium3D I think currently can...

    What I meant is Gallium3D I think currently can optionally use an OpenGL implementation as a backend to run all of its state trackers on top, and this is how VMware's driver works for guest OSes,...
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    Yeah it says Linux/Mac support in these slides...

    Yeah it says Linux/Mac support in these slides don't worry:
    http://www.planet3dnow.de/cms/5720-apu13-andersson-will-mantle-fuer-alles-und-jeden/

    And I'm sure there will be a Gallium3D state...
  5. Oh awesome I didn't know, thanks for the link....

    Oh awesome I didn't know, thanks for the link. Now I'm trying to remember where I read that they weren't in it, I think it was page 2 that tricked me under "Changes from OpenGL GLSL 3.3: Removed: in...
  6. I think as long as they can be...

    I think as long as they can be backwards-compatible with the xservers then this change would be relatively trivial for them, it's probably the regression testing which will be the hard part. They...
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    For 2D drawing, would perhaps an API like OpenVG...

    For 2D drawing, would perhaps an API like OpenVG make sense more? The whole idea of Gallium3D was that you had different state trackers like GL/VG/D3D/XRender...

    Could mesa not just make Direct2D...
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    I'm somewhat doing a similar thing supporting ES...

    I'm somewhat doing a similar thing supporting ES 2.0 on Horde, I just have different .cpp files and Horde has a nice global static class 'gRDI' which can be common enough if someone wanted to add DX9...
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    Hi all, I'd like to begin and say I am no...

    Hi all,

    I'd like to begin and say I am no senior expert at graphics programming and abstraction however I have spent numerous hours porting Horde3D to OpenGL ES 2.0 in my spare time and I have...
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    I am a bit worried as well for VFX work, how does...

    I am a bit worried as well for VFX work, how does Maya/Mari/Nuke/etc. work in Unity3D these days? In my experience not as well as using something like Unity2D. Can the llvm-pipe be leveraged with...
  11. Just a guess but the idea of this library was to...

    Just a guess but the idea of this library was to get around buggy GL drivers, perhaps it does T&L (Transform & Lighting, a fixed function way like a very primitive fixed vertex shader) on the...
  12. Calm down the only difference is the...

    Calm down the only difference is the anti-aliasing, it's probably a tickbox away...
  13. The bloom is offset in both the Nvidia Driver and...

    The bloom is offset in both the Nvidia Driver and Nouveau, as well as the Radeon Gallium3D one but Catalyst is correct? Sounds like the graphics dev for this engine runs on the Catalyst driver and is...
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    Not to burst anyone's ideological open-source...

    Not to burst anyone's ideological open-source bubbles here but using C# or Vala (if you use the mono for C# or glib for Vala implementations) means LGPL in your codebase which is usually a...
  15. Full-screen quad mapping bug?

    Hi,

    Usually bloom is a post-process rendered to a full-screen quad but you'd need to see the game's source code to be sure (is this it?...
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    Running the demo here on gutsy, 100.14.19 driver...

    Running the demo here on gutsy, 100.14.19 driver and an 8600GT 256mb. Works fine from what I see with everything up high 1280x800 no AA, 8x AF, might be 2x faster on windows though...

    HOWEVER,...
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