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DjDino
2004-03-31, 15:04:44
OpenGL 2.0 unterstützt in HW ja auch die Radeon ab der 9500 (oder höher) wobei aber treiberseitig noch nicht alle Bibliotheken laut Ver.2.0 (die noch nicht fertig ist)integriert sind.(Erste Schritte in der Richtung aber trotzdem schon zu sehen zum Beispiel in ATI´s "Car Paint Demo" : http://www.ati.com/developer/demos/macss2/index.html "This demo showcases the power of the RADEON 9800 Pro and OpenGL 2.0 to implement some surface effects not possible on previous generations of hardware....")

Seit Catalysttreiberversion 3.1 und 4.1 hat ATI ja allerdings die OpenGL-Shaderlanguage in der atioglxx.dll zunehmend verbessert was der wichtigste Bestandteil zur Erfüllung der Ver.2.0-Specs ist : http://www2.ati.com/drivers/CATALYST_41_Release_Notes.html#171438 / http://www2.ati.com/drivers/catalyst_310_release_notes.html#166604

Laut ATI´s Releasenotes der neuesten Treiber stehen die Chancen damit also 1A bei der Fertigstellung der OpenGL 2.0-Spec. mit dieser komplett konform zu sein ?

In der atioglxx.dll des Catalyst 4.3 finden sich derzeit dazu auch par interessante Sachen :
"The GLSL fragment shader will run in software" falls : "available number of instructions exceeded" oder "unsupported language element used"
"The GLSL vertex shader will run in software" falls : "number of hardware supported vertex attributes exceeded" b.z.w. "due to the GLSL fragment
shader running in software"

Schätze durch die 24FP nicht möglich : "can't provide exact component set
match for format GL_RGB_FLOAT16_ATI/GL_RGB_FLOAT32_ATI"

ARB´s :
"GL_ARB_fragment_shader","GL_ARB_vertex_shader","GL_ARB_shader_objects","GL_ARB_shading_language_100","GL_ARB_window_pos","GL_ARB_vertex_program","GL_ATI_ARB_draw_buffers","GL_ARB_vertex_buffer_object ","GL_ARB_vertex_blend","GL_ARB_texture_mirrored_repeat","GL_ARB_transpose_matrix","GL_ARB_texture_env_dot3","GL_ARB_texture_env_crossbar","GL_ARB_texture_env_combine","GL_ARB_texture_env_add","GL_ARB_texture_cube_map","GL_ARB_texture_compression","GL_ARB_texture_border_clamp","GL_ARB_shadow_ambient","GL_ARB_shadow","GL_ARB_point_parameters","GL_ARB_occlusion_query","GL_ARB_multisample","GL_ARB_imaging","GL_ARB_fragment_program","GL_ARB_depth_texture","GL_S3_s3tc","GL_EXT_compiled_vertex_array","GL_EXT_texture_env_add","GL_ARB_multitexture".

Extensions :
"GL_EXT_vertex_shader","GL_EXT_vertex_array","GL_EXT_texture_rectangle","GL_EXT_texture_object","GL_EXT_texture_lod_bias","GL_EXT_texture_filter_anisotropic","GL_EXT_texture_env_dot3","GL_EXT_texture_env_combine","GL_EXT_texture_edge_clamp","GL_EXT_texture_cube_map","GL_EXT_texture_compression_s3tc","GL_EXT_texture3D","GL_EXT_texgen_reflection","GL_EXT_stencil_wrap","GL_EXT_shadow_funcs","GL_EXT_separate_specular_color","GL_EXT_secondary_color","GL_EXT_rescale_normal","GL_EXT_polygon_offset","GL_EXT_point_parameters","GL_EXT_packed_pixels","GL_EXT_multi_draw_arrays","GL_EXT_fog_coord","GL_EXT_draw_range_element","GL_EXT_clip_volume_hint","GL_EXT_blend_subtract","GL_EXT_blend_minmax","GL_EXT_blend_func_separate","GL_EXT_blend_color","GL_EXT_bgra","GL_EXT_abgr".