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#109 | |
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The Original Superfreak
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damn you longhorn - hurry up and COME OUT!! ![]() |
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#110 | |
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Registered User
Join Date: Mar 2003
Location: Tulsa
Posts: 5,101
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I want OpenGL and DX to stay around for a while. What really gets me is a lot of the agruments to kill OpenGL reside on few fundamental flawed points right now.
#1. ATI's OpenGL support is not as good as Nvidias (So What? thats not a reason to kill an API) #2. Nvidia uses propiterary extensions. (So What? OpenGL is open source. This is one of the perks) #3. OpenGL is behind DirectX 9.0 (Again OpenGL can always catch up. And through the support on the fly extensions. These features can be enabled before they get Arbed)
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#111 | |
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The Original Superfreak
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anyway, ATi will get OpenGL down eventually, so thats no biggie. |
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#112 | |
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Sittin in the Sun
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NV's own Vertex Shader extension again has more power, due to full dynamic branching, which is not due until VS3.0 IIRC. The only part I think GL currently lacks is floating point render targets, though I could be wrong. NV currently only allow floating point textures of type rectangle, whereas ATI offer much better support. But I dont think this is ARB'ified yet. But seriously, if you can list the differences I'd be interested and greatful. EDIT: Meant VS3.0 not PS3.0 Last edited by Nutty; 09-17-03 at 02:13 PM. |
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#113 |
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Bit Bumper
Join Date: Aug 2002
Location: Here
Posts: 782
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OpenGL is not going anywhere. It is the choice API for the business class application developer for graphics (CAD, most all movie generation/editing software). It has plenty of support outside of the gaming industry, while DX has little to none outside the gaming industry.
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#114 | |
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Bit Bumper
Join Date: Aug 2002
Location: Here
Posts: 782
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Nutty, what version of OpenGL added PS/VS shaders? Which one added the fragment branching, or is that NVidia specific?
I can coorelate feature addtions if I know what revisions of OpenGL added things, as opposed to DX. Currently, my understanding is that ATI/NVidia are at version 1.5 or so of the ARB? Is that a fair assumption? EDIT: We are getting very OT here. Maybe another discussion thread about this is in order. Sorry for the OT mods and thread starter.
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#115 | |
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The Original Superfreak
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yes - lets start a thread in general software or something. We'll get less noobs in there anyway. edit: ok - I moved us: http://www.nvnews.net/vbulletin/show...049#post197049 Last edited by serAph; 09-17-03 at 02:42 PM. |
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#116 | |
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Sittin in the Sun
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DX8 class pixels shaders arrived with the GF3, in the form of NV_TextureShader, and NV_RegisterCombiners. Technically they could achieve more than DX8 pixel shaders, but were a bugger to code for. Current drivers support opengl 1.4. Currently the ARB standards, ARB_VertexProgram (which come to think of it, is more akin to DX8 class Vertex Shaders) and ARB_FragmentProgam (DX9 class pixel shader) are only ARB extensions. They should be in the core of 1.5 though. NV_VertexProgram2, is the GF-FX Vertex Shader, which has dynamic branching. NV_FragmentProgram is basically PS2.0, but slightly better. It has conditional statements, (not true branching) and much higher instruction counts. Now, if we're talking about pure ARB only stuff. we currently have ARB_VertexProgram = DX8+ Vertex shader ARB_FragmentProgram = DX9 Pixel Shader. Now, the new GLSlang language, introduces two new versions called ARB_VertexShader, and ARB_FragmentShader. These are the two vertex and fragment shader implementations for the upcoming GLSlang high level shading language compiler. I haven't looked at them much, but they're probably similar to DX9 equivelents. Perhaps with a few extra features, I dont know. Anyone know if a new Vertex Shader was introduced in dx9, and what features it has over dx8 vertex shaders? Last edited by Nutty; 09-17-03 at 03:03 PM. |
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#117 |
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Bit Bumper
Join Date: Aug 2002
Location: Here
Posts: 782
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Ok,..so we will do this here. hehe. So, if you stick to the generic path in OpenGL you are sort of at a combination of DX8 and 9? The other option is to use the NVidia path, correct? But this path will only work with NVidia cards, correct (sounds like a DOH! kind of question, but I do not like to assume).
The question about new shaders does not really apply to DX (if I am reading the intent correctly). The language has been enhanced for all shaders. DX9 defines up to PS3.0 (no one supports just yet due to the hardware changes required). PS2.0, 2.1, and 3.0 are defined in DX9 with PS1.4 and earlier in DX8/7. PS2.1 (NVidia specific) and PS3.0 define full branching and loops. In DX, MS just modifies the assembly code for each revision of DX. This lead to a real mess as up to PS1.3 every minor number change represented a whole new set of instructions with no requirement to be backward compatible. This slowed shader usage tremendously in DX. Finally, with 2.0 and later, video cards are required to support all previous versions. Microsoft added the further assurance that all forward versions of the shaders will require full backward compatibilty. Also, Microsoft had never made a requirement about what level of shader support was needed. NVidia and ATI never used the same version. Microsoft ended that with DX9 and force 2.0 to be required. These changes finally made DX shaders worth using and a nightmare for video card makers to implement (better them than me). DX9 shaders are the first to have a high-level language with them. Previous shaders were all done using assembly shader ops.
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#118 | ||
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Sittin in the Sun
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I dont know what changed in VertexShaders from DX8 to 9. Quote:
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#119 | |
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the original postmasta'
Join Date: Aug 2003
Posts: 386
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#120 | |
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the original postmasta'
Join Date: Aug 2003
Posts: 386
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