text: I wish I could target GPUs with 1GB of RAM. Only client side arrays must be available, and this will run on integrated graphics in most cases.
  I wish I could target GPUs with 1GB of RAM. Only client side arrays must be available, and this will run on integrated graphics in most cases.
  I have a 600MB vertex array (40 million points) that I normally render with a single DrawArrays call.
  If I split the call into small 64k batches by adjusting the first index parameter...
  How does ARB_debug_output currently compare to the D3D debug runtime? Do the two major vendors offer similar diagnostic capability?
  I haven't used OpenGL in a few years, but I have the choice to...
  Fermi GeForce. Fermi Quadro is fine.
  Well, luckily I bought the cheapest Quadro Fermi yesterday, and it is much faster than a high-end GeForce Fermi for ReadPixels and GetTexImage:
  i7 960 at 3.2GHz, Vsync forced off. Both of these...
  So do the 5700 and lower 5000 series support double precision natively? I thought they did not.
  Edit: A 5770 supports gpu_shader5 with these drivers, but is this emulated?
  Does anyone know the specifics of how Maya or Max implemented wireframe overlays in the fixed function-only days?
  From the NVIDIA release: "Bindless Graphics is available starting with NVIDIA Release 185 drivers for hardware G80 and up."
  Have you called glHint( GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST ) or anything similar?
  The following presentation answers many of my questions:
  I seem to remember a discussion about this a long time ago, but I can't find it. I have a very poor recollection of how this all works, and haven't touched OpenGL in a year.
  There is no way to...
  Am I asking too much of single-precision floats?
  When the root of a skeleton transformed using the following code is only 3000 units from the origin, I am seeing very noticeable errors, where the...
  Trying using 100-series drivers found at laptopvideo2go.com. Those fixed some varying allocation problems I had, but not all.
  HDRShop does panoramic transforms.
  How about posting some movies or screenshots so we can comment on your existing stuff, too? :)
  Does this reduce the cost of switching textures vs. many BindTextures? Is most (all?) of the cost of BindTexture just from the driver call?
  Do you query the texture's internal format after it's created? What conditions make the driver reject compression?
  That extension is only supported in the 100 series drivers, which I think are Vista-only.
  Try using the other extension I mentioned for timing; it's very simple.
  Are you timing with EXT_timer_query?
  It's a work in progress, but it does what it's supposed to do.
  Multisample blits are currently inverted on NVIDIA's drivers (95 and 100 series)
  namespace {
  GLenum GetValidFBODepthFormat() {...
  From the spec:
  There is no additional procedural or enumerant api introduced by this
  extension except that an implementation which exports the extension
  string will allow an...
  You're probably only allowed to draw to 4 buffers. You can query this by:
  GLuint maxbuffers;
  glGetIntergeri(GL_MAX_DRAW_BUFFERS, &maxbuffers);
  Again, if you can report the driver version your life will be much simpler.
  The option is available on my 8 series cards.
  I see it under 97.02 on my 8800GTX. Do you have a multi-core or -cpu system?