Originally posted by curaga
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Intel Takes Another Stab At OpenGL 4 In Mesa
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The two AMD extensions are only usable on specific Radeon generation. No wonder nobody cares.
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I guess the point was that it's ironic that we come up with a few open specs for tessellation, Direct3D 11 releases with their own implementation for it, and we're still fumbling around trying to implement our spec that was released before Direct3D 11.
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I had a point to this, but then I realized I was wrong. I'll just leave what I found here.
Story time: http://rastergrid.com/blog/2010/09/h...-tessellation/
2001-08-21: http://www.opengl.org/registry/specs..._triangles.txt
2007-06-26: http://www.opengl.org/registry/specs...essellator.txt
2009-09-28: http://www.opengl.org/registry/specs...ion_shader.txt
2009-10-22: http://en.wikipedia.org/wiki/DirectX#Releases (I know it isn't Direct3D, but that page didn't actually mention a release)
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For what it's worth, GL_ARB_texture_compression_bptc should be easy. Supporting the format for decompression should just be adding formats and passing them down to the hardware. You can look at DXT or FXT as an example. Supporting online compression is slightly trickier, but there are a variety of open source compressor libraries out there which already implement that. The project would basically be to evaluate those, and add code to Mesa to use that library.
I think it'd be a reasonable project for a new contributor.
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Intel Takes Another Stab At OpenGL 4 In Mesa
Phoronix: Intel Takes Another Stab At OpenGL 4 In Mesa
Another OpenGL 4 extension has landed in Mesa by Intel's Open-Source Technology Center crew for the Mesa 10.3 release at the end of the summer...
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