On Mon, Jan 25, 2010 at 6:39 PM, Florian Bösch <[email protected]> wrote:
> > As I see it, the "perfect" opengl 3 application from the point of view > of khronos is one that generates all its drawing data once, and then > never updates or changes anything, also, you shall do it in the most > inflexible fashion humanly imaginable (since you already "agreed" that > you're doing their idea of a perfect application, right?). > No, no, no. This is definitely the mindset of a lot of programmers stuck in the 'proto-shader age', but it couldn't be farther from the truth. The new graphics programming model is implement your dynamism on the GPU (thus the move towards OpenCL / DX Compute). With the right techniques, you can do this today on GL 3 (and even GL 2) implementations. Look around at the fantastic work being done in GPU particle systems, fluid dynamics on the GPU, isosurface extraction (i.e. marching cubes) on the GPU, etc. -- Tristam MacDonald http://swiftcoder.wordpress.com/ -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
