Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon. Entire thread

OpenGL SC

Name: Anonymous 2011-07-25 18:29

It's the only OpenGL you'll need.

Name: Anonymous 2011-07-26 11:11

>>24
Display lists were deprecated for good reason, as they don't explicitly support parallelism and they contain too much state capturing bloat which is redundant for programmable pipelines.

OpenGL 4.2 or 5.0 or whatever they decide to call it, that is, the next upcoming revision to OpenGL, will contain a full-blooded modern replacement for display lists that will support parallelism: you will be able to construct draw call lists across multiple threads. Direct3D11 has supported this since 2009 with multi-threaded deferred render contexts.

Also, the FF-P was shit, get over it. It had a lot of call-overhead and had shitty fine-grained state management which limited overall throughput. It's fucking trivial to write just as optimized emulation shaders. If you can't do that, you suck. Even John Carmack, a long-time OpenGL advocate, came out last year and declared that Direct3D had been better than OpenGL since Direct3D9, for largely these reasons.

Newer Posts
Don't change these.
Name: Email:
Entire Thread Thread List