
http://www.nvidia.com/view.asp?IO=winxp-2k_40.41
I've been reading all the new OpenGL 1.4 features and some of them sound pretty cool:
http://www.opengl.org/developers/docume ... nGL14.html
I've tried them on a GeForce4 MX system and they seem to work fine with Celestia 1.2.5pre3. I don't doubt there are still some problems with 40.41 though . . . Unfortunately, I work on the Direct3D drivers and OpenGL, so I can't directly fix a problemRaul. wrote:Yesterday i saw NVIDIA released a few weeks ago Detonator 40.41 Beta. Apparently these drivers feature OpenGL 1.4 (along with a claimed up to 25% increase in performance). I decided to give it a try (on my GeForce1 DDR) but unfortunately Celestia don't work properly. All textures and polys are messed (it's quite a funny show actually). Anyone else tried Detonator 40.41 Beta?
I've been reading all the new OpenGL 1.4 features and some of them sound pretty cool:
http://www.opengl.org/developers/docume ... nGL14.html
Chris wrote:I'll also be taking advantage of nVIDIA's new fragment shader extension for some truly mind-blowing effects (think real-time procedural planet textures) on the latest hardware.
chris wrote:The best thing about OpenGL 1.4 is a standard vertex program extension . . . I'll be moving to this for Celestia 1.2.6, so ATI Radeon owners will finally be able experience vertex shader effects too. Of course, I'll also be taking advantage of nVIDIA's new fragment shader extension for some truly mind-blowing effects (think real-time procedural planet textures) on the latest hardware.
--Chris
abiogenesis wrote:I was reading about the NV30's CinemaFX stuff. The article mentioned using a Shader to generate a texture as opposed to a simple map. The example given was wood grain. How would a shader be better than a mapped image in this case? It sounds exciting, but I just don't get it.
chris wrote:The best thing about OpenGL 1.4 is a standard vertex program extension . . . I'll be moving to this for Celestia 1.2.6, so ATI Radeon owners will finally be able experience vertex shader effects too. Of course, I'll also be taking advantage of nVIDIA's new fragment shader extension for some truly mind-blowing effects (think real-time procedural planet textures) on the latest hardware.
--Chris