zeckensack
New member
I'm hitting a brick wall regarding what can be done under OpenGL (hint: see my signature). So I've taken a look at D3D8 lately and was quite surprised that the two things missing are exposed and hardware accelerated under DX8.1, but not under OpenGL.
1)big issue with ATI_fragment_shader
No PS1.0 texkill equivalent in OpenGL. Can be emulated with comparison and alpha test, but this obviously cannibalizes the latter.
Depth replace instructions are not exposed under OpenGL, yet they are available under D3D.
I'd really like to see these exposed in a respin of the fragment_shader spec, the most important being the full set of depth replace for comparison only/for comparison and write.
2)small issue with swapping chain wrt triple buffering
This is more a lobbying request. ARB_pixel_format defines a swap behaviour attribute, but this has IMHO broken semantics in a triple buffered context. (exchange semantics don't make sense with more than two buffers, we need a WGL_blabla_flip attribute with circular pointer swap semantics)
Details (and a somewhat clunky explanation) here:
http://www.opengl.org/discussion_boards/ubb/Forum7/HTML/000307.html
Again, this is an area that is completely under program control under D3D8 but not under OpenGL (although the 'vehicle' to expose it is already there). I'd be grateful if you could lend me some of your ARB influence
In closing, I'm aware that you're likely concentrating your resources on the R300 generation. But I think it would be wise to expose as much functionality as possible on the 'old' gen. The R200 has become probably the most desireable mainstream card, so please give me (and other stubborn GL-heads) the tools to make an impression
1)big issue with ATI_fragment_shader
No PS1.0 texkill equivalent in OpenGL. Can be emulated with comparison and alpha test, but this obviously cannibalizes the latter.
Depth replace instructions are not exposed under OpenGL, yet they are available under D3D.
I'd really like to see these exposed in a respin of the fragment_shader spec, the most important being the full set of depth replace for comparison only/for comparison and write.
2)small issue with swapping chain wrt triple buffering
This is more a lobbying request. ARB_pixel_format defines a swap behaviour attribute, but this has IMHO broken semantics in a triple buffered context. (exchange semantics don't make sense with more than two buffers, we need a WGL_blabla_flip attribute with circular pointer swap semantics)
Details (and a somewhat clunky explanation) here:
http://www.opengl.org/discussion_boards/ubb/Forum7/HTML/000307.html
Again, this is an area that is completely under program control under D3D8 but not under OpenGL (although the 'vehicle' to expose it is already there). I'd be grateful if you could lend me some of your ARB influence
In closing, I'm aware that you're likely concentrating your resources on the R300 generation. But I think it would be wise to expose as much functionality as possible on the 'old' gen. The R200 has become probably the most desireable mainstream card, so please give me (and other stubborn GL-heads) the tools to make an impression