new OPENGL implements... Bindless graphic and GLOverride
#1

NVIDIA just released a new and faster way of rendering with OpenGL, called Bindless Graphics. Bindless Graphics are changes to OpenGL that can enable close to an order of magnitude improvement in the CPU-limitedness of graphics applications. Recent improvements in programmability have focused on additional flexibility in shaders (expanding formats to include more float and integer types, better branching support, etc.) and enabling new features (geometry programs, transform feedback, etc), and while some of these allow offloading parts of certain workloads to the GPU, they don't directly attack the issues that dominate CPU time.

Bindless Graphics is enabled through two OpenGL extensions. NV_shader_buffer_load and NV_vertex_buffer_unified_memory

You can read the Bindless graphics tutorial for more detail.
http://www.opengl.org/discussion_boards ... ber=256729
http://developer.nvidia.com/object/bind ... phics.html

Also look GLOverride
http://www.humus.name/index.php?page=Cool

This is a tool that overrides various OpenGL rendering calls. It's thin of features at the moment, but it allows you to override multisampling and forcing alpha test into alpha-to-coverage. This will allow alpha-masked texture edges to look properly antialiased with multisampling.

Can anybody help us take some of these implementions to il2? it may help give better perfomance/quality ratios. anybody????
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