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Re: GMA X3100



> GL info here, as Aras says:
> http://homepage.mac.com/arekkusu/bugs/GLInfo.html

Actually, upon further inspection some of the info on this page and
the one on Apple's page don't match, at least on Leopard. Maybe
different builds were used?


> ARB_fragment_program_shadow

For the record, ARB_fragment_program_shadow never worked correctly on
10.4 for us (and it was never there on PPC). And it's not exposed on
Radeon HD's either. That makes us not rely on it at all.


> In addition, the GMA X3100 is supposed to be a DX10 part, but I don't
> see the obvious DX10 features on the list.

Not really. GMA X3100 is shader model 3.0 card with hardware vertex
transformations (GMA 950 is shader model 2.0 one with CPU vertex
transformations). GMA X3500 is supposed to be a shader model 4.0 one
(but I'm not sure if Intel exposes that in drivers even on Windows).


> geometry shading (5575821)
> Not of great personal interest to me, but this should be a feature we
> can rely on having present on capable hardware.

The official Apple GL info page says that geometry shaders are
supported everywhere. CPU implementation on unsupporting hardware I
guess...

Which brings up the question: if you start using geometry shader, and
that runs on the CPU, does the vertex shader also run on the CPU in
this case?


> floating point textures and framebuffers (5575818)
> This is the really critical one.  This was always the biggest strike
> against the GMA 950 in my book, and to have it missing from the X3100
> where it could be supported is like a smack in the face with a wet
> kipper.

Agreed. X3100 does support floating point render textures on DX9, so
the capability is there.


-- 
Aras Pranckevicius
work: http://unity3d.com
home: http://aras-p.info
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References: 
 >GMA X3100 (From: "Keith Bauer" <email@hidden>)



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