And Bindless isn't unique to 4.x hardware again, NVIDIA extends this all the way back to GeForce 6xxx chips. I'm sure the ARB is working on something not entirely unlike this for a core feature in a future spec. As you probably noticed from the name, it is an NVIDIA extension and not core. Bindless rendering (GL_NV_vertex_buffer_unified_memory) is probably the biggest performance enhancement if that is a bottleneck for you. There isn't much that one could easily use to boost performance that is unique to 4.1. However, this specification is so poorly specified that I'm not sure that anyone even can use it, let alone should. The main exception to this is shader subroutines, which is limited to 4.x hardware. Both are supported on 3.3 hardware NVIDIA even extends these all the way back to GeForce 6xxx chips. In particular, I'm talking about program separation (GL_ARB_separate_program_objects) and retrieving binaries of compiled programs (GL_ARB_get_program_binary). Since they are core extensions, you don't even have to change your code to remove the "ARB" suffix from your 3.3 code to use them in 4.1 code. The vast majority of the API improvements, the ones that aren't based on new features, are available to 3.3 implementations as core extensions. These don't allow the hardware to do anything you couldn't before they just make it easier for the programmer or let you get faster performance. For me, "workflow" means API improvements and things that make performance better. If your question is "How can the workflow be better in 4.1", that's simply not what 4.1 is about.įirst, a quick definition, to make sure we're talking about the same thing. Appendices G-K go over all the changes from OpenGL 3.1 to OpenGL 4.1, including new features, what's been deprecated, what's been removed completely etc.Īlso, this link may be "easier to read" :)
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |