Re: GL slang draft
Brent Gulanowski <[email protected]> Thu, 27 Feb 2003 14:49:06 -0500
| Newsgroups | gmane.comp.gnu.3dkit.general |
|---|---|
| Message-ID | <[email protected]> |
On Thursday, February 27, 2003, at 12:39 PM, Philippe C.D. Robert wrote: > Hi, > > FYI the GL slang draft has been posted This is disappointing: > Related OpenGL state is also automatically tracked if used by the > shader. A fragment shader cannot > change a fragment's x/y position. To support parallelism at the > fragment processing level, fragment > shaders are written in a way that expresses the computation required > for a single fragment, and access to > neighboring fragments is not allowed. A fragment shader is free to > read multiple values from a single > texture, or multiple values from multiple textures. The values > computed by the fragment shader are > ultimately used to update frame-buffer memory or texture memory, > depending on the current OpenGL > state and the OpenGL command that caused the fragments to be generated. If I understand that correctly, it means that you cannot simulate things like aberrations in a lens or depth of field using the fragment shader. (The latter I see in the OGL PG is to be done with the accumulation buffer.) Or does it mean that you have to do some kind of two-stage process? It seems to mean that the kinds of filters associated with photoshop, like blurs, swirls, bleeds, and other such things are still not ready for hardware acceleration. I was hoping that visualizers like for iTunes and WinAmp would be able to move their work to the card, but it seems unlikely. -- Brent Gulanowski [email protected] http://inkubator.idevgames.com/ Working together to make great software.