OpenGL 1.5
by Eric Forhan · in Technical Issues · 07/31/2003 (1:31 am) · 5 replies
The specs have (finally) been released on OGL 1.5, including the following:
How might this affect Torque? Would it make implementing the ever-elusive (and requested) shaders easier? I suppose Torque would theoretically run better as a whole? And when can we get summadat non power-of-two texturing? ;-)
Curious minds want to know!
-EricF Not a programmer...just wonderin'
Quote:# Vertex Buffer Object: vertex arrays for higher performance rendering
# Shadow Function: additional comparison functions for shadow mapping
# Occlusion Query: asynchronous occlusion test for better culling
# Non power-of-two Textures: for more efficient use of texture memory, including mipmaps
# OpenGL Shading Language v. 1.0: as official extensions more specifically, shader objects, vertex shaders, and fragment shaders, all for use of programmable shader hardware
How might this affect Torque? Would it make implementing the ever-elusive (and requested) shaders easier? I suppose Torque would theoretically run better as a whole? And when can we get summadat non power-of-two texturing? ;-)
Curious minds want to know!
-EricF Not a programmer...just wonderin'
About the author
#2
Non power-of-two textures that support GL_REPEAT would help me beyond description at work. Not bothered about MIP Maps or programmability. :)
I'm sure that the nVidia UDA will have support for this soon, assuming that some of the stuff is already in silicon or about to be.
- Melv.
07/31/2003 (6:46 am)
Eric,Non power-of-two textures that support GL_REPEAT would help me beyond description at work. Not bothered about MIP Maps or programmability. :)
I'm sure that the nVidia UDA will have support for this soon, assuming that some of the stuff is already in silicon or about to be.
- Melv.
#3
I think nVidia was the lone 'no' vote on the HLSL, so I wouldn't be surprised if they were a bit tardy at least on the HLSL bits, since those are optinal in 1.5. (They'll be required in 2.0).
07/31/2003 (7:03 am)
Quote:I'm sure that the nVidia UDA will have support for this soon, assuming that some of the stuff is already in silicon or about to be.
I think nVidia was the lone 'no' vote on the HLSL, so I wouldn't be surprised if they were a bit tardy at least on the HLSL bits, since those are optinal in 1.5. (They'll be required in 2.0).
#4
"opengl" display device not found!
"opengl" display device not found!
"D3D" display device not found!
"Voodoo2" display device not found!
Loading compiled script common/ui/defaultProfiles.cs.'
I read up on opengl.org and it says to check my video card, and it supports opengl 1.5 but i dont know where to download it.
plz help!
05/01/2004 (8:18 pm)
I dont know if this goes in this forum or one for torque, but probably this one. Torque and other "opengl" programs wont run for me, in the log it says:"opengl" display device not found!
"opengl" display device not found!
"D3D" display device not found!
"Voodoo2" display device not found!
Loading compiled script common/ui/defaultProfiles.cs.'
I read up on opengl.org and it says to check my video card, and it supports opengl 1.5 but i dont know where to download it.
plz help!
#5
05/01/2004 (9:17 pm)
This is an old, old thread. Please start a new thread and ask this question there.
Torque Owner Mz
Besides, adding CG shaders to Torque is currently the work of about an hour. It's setting up an infrastructure to do interesting things (like normalmaps) with the shaders that's work, not the basic implementation.
I'm more excited about standardized asynch occlusion queries, than the HLSL, actually.