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Gta sa 1.0 pc
Gta sa 1.0 pc












  1. #Gta sa 1.0 pc update#
  2. #Gta sa 1.0 pc software#

  • OpenGL Utility Toolkit (GLUT) implementer.
  • #Gta sa 1.0 pc software#

    Senior Graphics Software Engineer, NVIDIA Principal System Software Engineer, NVIDIA What if you don’t know the drawCount – doing culling in the GPU for example?.Finally one last feature we released recently.EGL, Framebuffer capture, quad-buffered stereo, G-Sync monitors and Linux for Tegra K1. Linux improvements over the last year.Inspect pixels – where did the come from, what shaders were involved. Hard to tie debug output with the app.You don’t need a debug context to do this.– What’s wrong with this code? Uses compatibility is not the right answer! Like buffer placement and eviction, performance warnings. Got a question yesterday that can be answered by KHR_debug. How do you debug GL in a platform agnostic way? KHR_debug Shipped for a couple of years now, but some folks haven’t heard of this.Writes to uncommitted pages are discarded and reads return undefined data. Sparse buffer, similar to sparse texture.Now you can finally read a sub image of a texture without having to read the whole thing. Not sure how this escaped GL for so long.We expose the _coherent extension for this. Maxwell and TK1 allow intersecting draws without having to use glBlendBarrier since it’s implemented native. Subset of NV_blend_equation_advanced which can be supported by more vendors. Keep drawing objects until you hit an overlap. Texture can be bound to both FBO and for texturing.Compute invocations includes both dispatch and indirect dispatching.In shader query of the number of samples in a texture or image.Using coarse may take less cycles than fine on some implementations.But good for some of the new query targets like GL_TRANSFORM_FEEDBACK_OVERFLOW. Doesn’t make much sense for SAMPLES_PASSED.So there is no potential for numerical loss. Can provide direct mapping of you near/far planes. The depth scale when transforming device normalized coordinates to window coordinates is modified from to. Most useful when rendering to a texture when you want to keep the texcoords DX like. If you can’t modify the transform matrices in the shader simply flip the y-origin with glClipControl. DX zero y-coordinate is left left – GL is bottom left.Disabling implicit flush requires a new context.We measured a 2x performance boost in MakeCurrent time with this simple implementation.But if you want to only use OpenGL ES 3.1 and the ES extensions, then create an ES profile. Our OpenGL ES 3.1 is fully conformance and listed at Khronos. OpenGL 4.5 is a super-set of OpenGL ES 3.1.NVIDIA GPUs support OpenGL ES 3.1 and all the recent extensions.OpenGL 4.5 includes the new functionality. Provide some user feedback if the GPU got reset. Example of polling for a reset notification.

    gta sa 1.0 pc

    Writes are discarded and reads contained undefined data. Accesses to out-of-bounds data is no longer undefined.Functions that dealt with compatibility like the ARB_image and matrix functions were left out.You can even modify the element array binding. All functions that operate on a vertex array object are now available in DSA.All the buffer objects functions have DSA equivalents.You can even clear the framebuffer and copy from one to another.

    #Gta sa 1.0 pc update#

    All covered texture creation, compressed textures, texture update and readback, state sets and gets, texbo and mipmap generation. The new texture functions don’t require a target parameter.Convenient way to generate name and create object in one shot. The new DSA commands don’t create objects.No longer need to use an active texture selector. GetInteger may cause a stall – a client/server sync.Some binding is slow, especially things like framebuffer object. First and biggest new feature of OpenGL 4.5 is DSA.

    gta sa 1.0 pc

  • Can I play with it today? Yes you can.
  • Some OpenGL 4.x hardware can’t support these, so they aren’t in 4.5 core spec.
  • This is how the picture looks now… move on.
  • gta sa 1.0 pc

  • I’ll go through all of these in more detail.
  • 2009 2 versions OpenGL 3.1 and 3.2 2010 3 versions OpenGL 3.3, 4.0 and 4.1 Can incrementally use new features without breaking your app What about 2014?.













  • Gta sa 1.0 pc