OpenGL%20ARB%20Superbuffers - PowerPoint PPT Presentation

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OpenGL%20ARB%20Superbuffers

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Title: ARB Vertex Program Author: Chris Wynn Last modified by: Evan Hart Created Date: 5/24/1999 4:51:10 PM Document presentation format: On-screen Show – PowerPoint PPT presentation

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Title: OpenGL%20ARB%20Superbuffers


1
OpenGL ARB Superbuffers
  • Rob Mace
  • mace_at_ati.com

2
ARB Superbuffers Workgroup
  • Active workgroup
  • None of this is final
  • Ãœber Buffers proposal
  • Image Buffers proposal
  • Proposals are converging

3
What Changes?
  • Dynamic Framebuffers
  • Plug and Play
  • Mix and Match

4
Derived Functionality
  • Render to Texture
  • Render to Vertex Array
  • Temporary Buffers
  • Many new algorithms made possible

5
Memory Objects
  • Structured Memory
  • Bindable as the memory of
  • Textures
  • Framebuffers
  • Buffer Objects (vertex arrays)

6
Creating Memory Objects
  • GLmem glAllocMem1D(GLenum format, GLsizei width,
  • GLsizei n, const GLenum
    properties,
  • const GLint values)
  •  
  • GLmem glAllocMem2D(GLenum format, GLsizei width,
  • GLsizei height,
  • GLsizei n, const GLenum
    properties,
  • const GLint values)
  •  
  • GLmem glAllocMem3D(GLenum format, GLsizei width,
  • GLsizei height, GLsizei depth,
  • GLsizei n, const GLenum
    properties,
  • const GLint values)

7
Memory Object Capability Properties
  • GL_COLOR_BUFFER
  • GL_DEPTH_BUFFER
  • GL_STENCIL_BUFFER
  • GL_TEXTURE_1D
  • GL_TEXTURE_2D
  • GL_TEXTURE_3D
  • GL_TEXTURE_CUBE_MAP
  • GL_BUFFER_OBJECT

8
Memory Object More Properties
  • GL_MIPMAP
  • GL_SAMPLES
  • GL_USAGE

9
Binding Memory Objects
  • GLboolean glBindMem(GLenum target,
  • GLmem mem,
  • GLenum preserve)

10
Render to Texture
  • GLenum properties2 GL_TEXTURE_2D,
    GL_COLOR_BUFFER
  • GLint values2 GL_TRUE, GL_TRUE
  • GLmem mem
  • mem glAllocMem2D(GL_RGBA8, 256, 256, 2,
    properties,
  • values)
  • glBindMem(GL_AUX0, mem, GL_FALSE)
  • glDrawBuffer(GL_AUX0)
  • draw stuff
  • glBindMem(GL_AUX0, 0, GL_FALSE)
  • glBindTexture(GL_TEXTURE_2D, tex)
  • glBindMem(GL_TEXTURE_2D, mem, GL_TRUE)

11
Render to Vertex Array
  • GLenum properties2 GL_COLOR_BUFFER,
    GL_BUFFER_OBJECT
  • GLint values2 GL_TRUE, GL_TRUE
  • GLmem mem
  •  
  • mem glAllocMem2D(GL_RGBA_FLOAT32, 64, 64, 2,
    properties, values)
  •  
  • glBindMem(GL_AUX0, vertex_mem, GL_FALSE)
  •  
  • load special shaders and draw stuff
  •  
  • glBindMem(GL_AUX0, 0, GL_FALSE)
  •  
  • glBindBufferARB(GL_ARRAY_BUFFER_ARB, 1)
  • glBindMem(GL_ARRAY_BUFFER_ARB, vertex_mem,
    GL_TRUE)
  • glVertexPointer(4, GL_FLOAT, 0, 0)
  •  
  • draw using the array

12
Questions?
  • None of this is final
  • But we are getting close
  • mace_at_ati.com
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