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OpenGL 3.0

category: general [glöplog]
iq, what would you prefer then, something that outputs a meaningful error on stdout or OutputDebugStr automagically?
iq: For the issues you describe you should have a closer look at glIntercept or gDEBugger (commercial)..


added on the 2009-02-06 18:00:25 by Psycho Psycho
iq - I have nothing to say but since everyone his talking to you I just wanted to say hi.

I think glslDevil or glIntecept allow you to change the shaders realtime. I'm not sure, since that's something I never tried doing.
added on the 2009-02-06 18:03:23 by xernobyl xernobyl
iq: you can do that in shaderDesigner already. plus it's now free, since the company that made it went bankrupt. link.
added on the 2009-02-06 18:11:24 by nystep nystep
iq: Everyone seems to ask you questions now, and I can't be a combo-breaker; what are you wearing? ;)
added on the 2009-02-06 18:13:12 by kusma kusma
iq: wassup?
waiting for answers

added on the 2009-02-06 18:29:55 by superplek superplek
Quote:

Cws : I don't want to break your illusions but most (serious) PS3 game developpers actually don't use it, sorry :)

As for Gimp, I don't know a single artist in our studio who would trade Photoshop for it. Gimp is nice for coders and small homemade projects but that's about it.


the fact that OPenGL was used for the PS3 as its rendering context speaks to the fact that much opengl development was done for that platform. just trying to make that point.

that fact that open source was merely mentioned came up because OpenGL was cross platform and the point was made that projects beyond gaming were being done in OpenGL for the purpose of cross platform-ability.

and for those that complained about GIMP, you said 'single artist' and 'studio' which to me screams professional. for basic picture editing, lasso, crop, etc etc GIMP is fine. this is what most non-professional(joe sixpack) people could get by with just fine. most people when they get pictures, they get rid of red eye, crop a little, ramp up the brightness or contrast do some very basic editing and then save the files.
added on the 2009-02-07 05:36:35 by cws cws
tactlesstrol, something that crashes and gives me a adds a beautiful breakpoint in visual studio (or a "brokepoint")

Psycho, I tried both long ago. gdebugger doesn't work in xp64.

tiago, hi! \o

nystep, I like to design my shaders within my demos, I don't want to write a, say, terrain shader on a sphere or duck.3ds.

kusma, some fine black black lingerie.

rob, change?

added on the 2009-02-07 10:14:15 by iq iq
iq: glIntercept is really worth checking out... maybe it's the thing you've always wanted.
added on the 2009-02-07 10:51:16 by xTr1m xTr1m
Quote:

the fact that OPenGL was used for the PS3 as its rendering context speaks to the fact that much opengl development was done for that platform. just trying to make that point.


And a rather useless point at that. First of all let me state that I obviously can't divulge too much about this but believe you me, the OpenGL implementation is nothing more than pet project offered to developers on the side. The primary RSX command libraries have another origin.

And why OpenGL? Well that's kind of obvious don't you think? What were they going to do, offer a D3D9 implementation? MS would've just loved that.

Quote:

that fact that open source was merely mentioned came up because OpenGL was cross platform and the point was made that projects beyond gaming were being done in OpenGL for the purpose of cross platform-ability.


OpenGL's kind of cross-platform-ity is nice for scientific test applications but really nothing beyond that scope. Real applications don't rely on their graphics API when it comes to proper platform separation.

added on the 2009-02-07 14:10:57 by superplek superplek
cws: I still don't see the connection between cross platform and open source in this context. Adobe Photoshop and Microsoft Office are both cross-platform. Why did you start ranting about Open Office and GIMP?
added on the 2009-02-07 14:19:07 by kusma kusma
Quote:
OpenGL's kind of cross-platform-ity is nice for scientific test applications but really nothing beyond that scope. Real applications don't rely on their graphics API when it comes to proper platform separation.

Of course, there is no other field in visualization of 3D graphics (or others) except scientific test applications (on whatever) and game development (on a windows platform).. or?

I would say that the cross platform ability makes it actually quite nice..
Nothing really changes in the world of DX.. If a feature is not available on the HW you simply have to have a fallback for it.. or is DX solving this in some manner making it a superior API?

This whole discussion is so low-level pure shit with few people actually having used both API's for some project of magnitude...
added on the 2009-02-07 16:51:53 by gnilk gnilk
Quote:
Of course, there is no other field in visualization of 3D graphics (or others) except scientific test applications (on whatever) and game development (on a windows platform).. or?

That's a bit narrowminded. Make kool demoshock to the japanese brain.

CG is used in a lot more than games and scientific test applications, or whatever, and games. And it can be used in a lot more.
added on the 2009-02-07 17:03:35 by xernobyl xernobyl
nystep: funny how your assessment of opengl's performance benefits over opengl fails to account for the far more significant point that hlsl's compiler appears to piss all over cg's and glsl's.. :)
added on the 2009-02-07 17:11:10 by smash smash
Tiago: I'm pretty sure gnilk's statement was sarcasm.
added on the 2009-02-07 17:59:47 by kusma kusma
as said, I already tried glIntercept and gdebugger. I don't want to debug shaders, I don't want to look textures, I dont want to display normals, nor cound draw calls. I want my application to crash/break when I do glBindProgram between a glBegin and a glEnd. That would also make driver developer´s life a bit easier? Well, that I don't really care.
added on the 2009-02-07 18:51:28 by iq iq
Quote:
Gimp is nice for coders

as a coder, i have to protest. Gimp is _horrible_ for coders (and everybody else too, probably)
added on the 2009-02-07 18:54:47 by blala blala
blala : and I totally hate it as well but my point is that it's a tool made and thought by coders. It totally lacks the ergonomics most artists need.

The "nice for" was meant as "is probably acceptable for" :)
added on the 2009-02-07 19:00:09 by keops keops
haha :)

Quote:
I would say that the cross platform ability makes it actually quite nice..
Nothing really changes in the world of DX.. If a feature is not available on the HW you simply have to have a fallback for it.. or is DX solving this in some manner making it a superior API?


it just very much depends on what you're after :)
added on the 2009-02-07 19:01:29 by superplek superplek
Quote:
The "nice for" was meant as "is probably acceptable for" :)

except it is not even acceptable :)
added on the 2009-02-07 19:53:52 by blala blala
Quote:
Gimp is _horrible_ for coders (and everybody else too, probably)

it's all in the name, people...
added on the 2009-02-07 19:59:33 by Gargaj Gargaj
iq: GLIntercept:
GLErrorChecking = True;
BreakOnError = True;
LogOnError = True;
added on the 2009-02-07 20:17:01 by Psycho Psycho
Quote:
blala : and I totally hate it as well but my point is that it's a tool made and thought by coders. It totally lacks the ergonomics most artists need.

It's a tool made and designed by Linux-coders.. which explains why it totally lacks the ergonomics and intelligent workflow that most artists need. :)
added on the 2009-02-07 21:23:07 by gloom gloom
topic is now opengl 3.0

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