Am Donnerstag, 30. April 2009 23:25:54 schrieb Ville Syrjälä:
> > > Your interval handling seems to be too harsh. In case you wanted
> > > something that can implement GLX_SGI_swap_control then AFAICS the
> > > interval should only specify the minimum number of frames that must
> > > pass between t
Am Dienstag, 31. März 2009 22:03:45 schrieb Ian Romanick:
> Errthis is a bandaid on a bigger problem. What about 24-bit depth
> with 16-bit color? What about when we start to support multisampling?
> Etc. If the DDX needs the fbconfig information, why not just give it
> the fbconfig? Right?
> I'm certainly not a great expert in OpenGL, but accumulation buffers
> can be quite handy. It seems highly unlikely that I'm the only one using
> them. Besides you can find a simple tricks with the accumulation
> buffers in every openGL book.
I think the more common way is to use frame buffer obj
> So ALL Radeons can do decompression. Right now we have a system where
> we
> only upload S3TC textures if they were precompressed (NWN, UT2K4, etc.)
> and we have to force the extension on in order to do it.
This may be slightly off topic, but I am wondering if there's any way to
detect the abili
Am Freitag, 30. Mai 2008 19:57:32 schrieb Matthias Hopf:
> At least on suspend to RAM many GPUs can probably be programmed to keep
> VRAM contents alive. In that case you wouldn't have to save that data
> as well.
It's a bit far fetched and probably out of question here, but Direct3D has the
conce
GL name: GL_WINEX_provoking vertex
Contributors:
Stefan Dösinger <[EMAIL PROTECTED]>
Summary:
This extension allows GL clients to specify which vertex of a triangle
determines the color of a primite. This is needed by Wine, a software that
implements the Microsoft Windows API, inc