This paper got me interested:
what comes after 4 ?
remember the OGL2 rendering architecture ?
Where does aforementioned "programmable primitive processor" fit in here ?
I remember the question about OGL2 and HOS support being asked before, thus i did a little search on the web.. and came up with nothing official.. ARB meeting notes do not even touch the subject.
I found this article @ digit-life tho...
and one old proposal from opengl.org discussion boards
Does anyone have any insight on this topic ?
BTW, P10 has support for "N-patches, Bezier, B-Splines, NURBS" quoted .. makes one wonder what exactly that means in terms of usable features at the moment ? I would expect at least both DX8 D3DDEVCAPS_RTPATCHES and D3DDEVCAPS_NPATCHES to be present ...[/img][/quote][/url]
what comes after 4 ?
mmkay .. what exactly are they talking about here ? Programmable primitive processor as in ... ? Displacement mapping ( that shouldnt have anything to do with tessellation and LOD tho ) ? NURBS ?we already have vertex and pixel processors...
we also need to add a primitive processor
with access to the connectivity information of the mesh
so that you can destroy primitives inside the GPU e.g. local LOD management where it counts
So that you can create primitives inside the GPU
Implementation of arbitrary HOS in your app without me having to tell my architecture team exactly what you want as much as three years before you want it
remember the OGL2 rendering architecture ?
Where does aforementioned "programmable primitive processor" fit in here ?
I remember the question about OGL2 and HOS support being asked before, thus i did a little search on the web.. and came up with nothing official.. ARB meeting notes do not even touch the subject.
I found this article @ digit-life tho...
Question: How are the geometry problems solved in the OpenGL 2.0?
Answer: in no way. Arrays are objects. It's possible to access them directly, you can't use any compression or optimization of indices or caching. ......Geometrical objects. I think, it is a severe flaw of the engineers. Lack of compression in the API and the old conception of geometry structuring are not what I like.
and one old proposal from opengl.org discussion boards
nothing further ... So .. is that "programmable primitive processor" THE feature in NV30 that will take definition of GPU a generation further ? If so, will it be used through proprietary extensions again ?3.) Tesselation Program. The set of comands is the same as one for the vertex shader plus 3 predefined functions:
gl_Begin(GLint);
gl_End(void);
gl_Vertex(void) or probably better gl_EjectVertex(void);
The output of the Tesselation Program can be stored as OpenGL Array Object.
Does anyone have any insight on this topic ?
BTW, P10 has support for "N-patches, Bezier, B-Splines, NURBS" quoted .. makes one wonder what exactly that means in terms of usable features at the moment ? I would expect at least both DX8 D3DDEVCAPS_RTPATCHES and D3DDEVCAPS_NPATCHES to be present ...[/img][/quote][/url]