Re: Floats (was Re: [Gimp-developer] Dreamworks, etc.)

2002-11-04 Thread Steinar H. Gunderson
On Mon, Nov 04, 2002 at 07:52:05AM -0600, Stephen J Baker wrote: It might be interesting to consider doing some of the work of compositing in the graphics card - where the hardware supports it. The latest generations of nVidia and ATI cards have support for full floating point pixel

Re: Floats (was Re: [Gimp-developer] Dreamworks, etc.)

2002-11-04 Thread Steinar H. Gunderson
On Mon, Nov 04, 2002 at 04:34:26PM +0100, Sven Neumann wrote: well, if you could come up with the detailed specs of these sexy new graphics cards we could certainly consider to use these features. However judging from my experience as a DirectFB developer I'd say there's not much chance that

Re: Floats (was Re: [Gimp-developer] Dreamworks, etc.)

2002-11-04 Thread Sven Neumann
Hi, Steinar H. Gunderson [EMAIL PROTECTED] writes: Hopefully, there will be a unified fragment shader extension quite soon, too -- ATM you'll have to write one backend per card. :-( a unified extension to what? Salut, Sven ___ Gimp-developer

Re: Floats (was Re: [Gimp-developer] Dreamworks, etc.)

2002-11-04 Thread Steinar H. Gunderson
On Mon, Nov 04, 2002 at 04:51:01PM +0100, Sven Neumann wrote: Hopefully, there will be a unified fragment shader extension quite soon, too -- ATM you'll have to write one backend per card. :-( a unified extension to what? To OpenGL. /* Steinar */ -- Homepage: http://www.sesse.net/

Re: Floats (was Re: [Gimp-developer] Dreamworks, etc.)

2002-11-04 Thread Stephen J Baker
On 4 Nov 2002, Sven Neumann wrote: well, if you could come up with the detailed specs of these sexy new graphics cards we could certainly consider to use these features. The fragment shaders is a part of the OpenGL extensions for these boxes and are fully documented. For nVidia hardware, you

Re: Floats (was Re: [Gimp-developer] Dreamworks, etc.)

2002-11-04 Thread Stephen J Baker
On 4 Nov 2002, Sven Neumann wrote: Hi, Steinar H. Gunderson [EMAIL PROTECTED] writes: Hopefully, there will be a unified fragment shader extension quite soon, too -- ATM you'll have to write one backend per card. :-( a unified extension to what? ...to OpenGL. Steve Baker