On 11/3/07, Stephane Denis <email@hidden> wrote:
> > I was shocked and surprised to see this list. I thought the GMA X3100
> > was supposed to be the successor to the GMA 950, but by the chart it's
> > *missing* functionality the GMA 950 has. I've filed radars for:
> > EXT_blend_equation_separate and EXT_blend_func_separate (5575773)
> > ARB_fragment_program_shadow, ATI_texture_env_combine3,
> > EXT_blend_color, EXT_blend_minmax, EXT_blend_subtract (5575825)
>
> I wouldn't much rely to the 'legacy' fixed pipeline extensions. A modern
> OpenGL shouldn't rely on thoses since they can be reproduced with fragment
> program (and in a faster way) (like GL_QUADS, glBegin/glEnd, glVertexArray
> with VBO etc..). Even using glLight and glLoadMatrix and their friends
> should be avoided : they just mess up the shader compilation.
Fixed vs. Programmable pipeline is not at all the issue here. If I'm
writing fixed function pipeline code, when every piece of capable
hardware supports these extensions, it seems reasonable to assume that
new, capable hardware will support them too. If it doesn't, it's
highly likely that programs will refuse to run on the new hardware,
which isn't good for the developer (lost time and money) or Apple (bad
PR as it's perceived they've shipped *worse* hardware).
> > Not of great personal interest to me, but this should be a feature we
> > can rely on having present on capable hardware.
> > floating point textures and framebuffers (5575818)
>
> Again, blame OpenGL ARB, not Apple. Floating point textures is 'unknown'
> for OpenGL core revision. Extensions are vendors specifics. You need to
> workaround your program for it. Welcome to OpenGL programming.
Core vs. extension isn't at all the issue here. Every other GPU Apple
ships that *can* support APPLE_float_pixels, does. Why doesn't the
GMA X3100?
-Keith
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