I've never performed such a comparison, though I expect that performance is the same. Since the fixed function pipeline is apparently emulated through shaders in modern video cards, it would make sense that the fixed function state is emulated through the functions provided by the shader-API's...
So is most of the fixed function pipeline. Hardware T&L simply performs all the vertex transformations and lighting calculations for you. With shaders, you manually specify how the transformation and lighting occurs.
Shaders can still read state set by functions normally used by the fixed...
So it's not nearly as bad at the initial information might make one believe? As long as the driver contains its own ICD, things will basically remain as they are with existing versions of Windows?
Like that it'll basically just capture depth like a video card rendering a scene into a depth buffer. From a single viewpoint it isn't useful for generating a 3d model. If you do, then rotating the model will reveal that objects extrude backward as a solid mass, like a shadow volume.
Yes, that's the index ratio that I ended up having, and VBOs were faster only when an index buffer was used. Just keep in mind that display lists have a much higher memory footprint.
I find it really weird that implementing index buffers would be so much more of a hassle than implementing...
Yeah, I just tried smaller blocks (512x512, then 256x256, then 128x128) and found that VBOs now take the lead in performance. . . Looks like for you, VBOs might be the better choice. I should mention, however, that I was using an index buffer. If I don't use an index buffer, then display...
The amount of memory a display list uses does vary depending on the implementation, but the following FAQ entry on OpenGL.org appears to indicate that they use a significant amount of memory.
As for which is faster, I have an old little test program that generates a fBm heightmap. There's no...
Trolls, by their very definition, exist simply to provoke. Even if they have some valid point, their intention in making it is to illicit negative reactions -- which is not conducive to rational discussion.
If you were using the same coordinate system as OpenGL it'd be easy. You could just look at the code for the gluUnproject function. Do you think it might still help you, though?
Just curious, but did you just leave the perspective at the default position or did you use the arrow keys to pull the camera back?
Weird. . . it runs at 60 fps (refresh rate) for me. . .
Sure the capability has been around for a while, but its implementation was very poor. The following text from the EXT_framebuffer_object spec describes why previous extensions sucked: