



New Firefox privacy feature strips URLs of tracking parameters.Rust programming language 1.62.0 released.It's a good news for the OpenGL community, compute shaders and more generally OpenGL 4.3 seem to be now fully supported by NVIDIA and now by AMD! Layout (local_size_x = 128, local_size_y = 1, local_size_z = 1) in Layout(std430, binding=0) buffer particles

#extension GL_ARB_shader_storage_buffer_object : enable #extension GL_ARB_compute_shader : enable Once again, the test worked perfectly fine on the HD 7970 (Win8) and HD 7770 (Linux Mint 15). The second compute shader test (GLSL_Compute_Shaders_Particles/) deforms a grid of vertices using some sin+cos functions. The test worked fine with HD 7970 (Win8) and HD 7770 (Linux Mint 15). The first compute shader test (GLSL_Compute_Shaders_PostFX/) performs a post processing effect and uses the imageStore() function to write the new data into the destination texture. For the tests, I used GLSL Hacker and loaded two demos of the Code Sample Pack: GLSL_Compute_Shaders_PostFX/ and GLSL_Compute_Shaders_Particles/. I did two tests: one under Windows 8 64-bit with a Radeon HD 7970 and a second under Linux Mint 15 with a Radeon HD 7770. However on the Desktop both nVidia and AMD support the compatibility profile, so your old OpenGL programs should work.With the release of a new graphics driver with full OpenGL 4.3 support by AMD for Windows and Linux, I couldn’t resist to test compute shaders, one of the media features of OpenGL 4.3. The core profile is upward compatible from 3.1, and the compatibility profile is upward compatible all the way from OpenGL 1.1.īut the compatibility profile is not required for OpenGL compilance, so the driver writers may chose to provide only the core profile in which case your 2.1 programs may not work. However in Version 3.2 the ARB defined the concept of GL “profiles” and defined the “core” and “compatibility” profiles. Most OpenGL versions are upward compatible, the only GL version which removed some APIs was the Version 3.1. lib files will be different in GL 4.3, so will my code that I wrote with GL 2.x still compile with GL 4.3? Just out of curiosity, do we still use glut in GL 4.3? I guess the. I’m planning on getting a new PC soon, just wondering where I stand. I’m actually using the graphics chipset on my motherboard, which worked fine when programming GL 2.x.
