Horde3D

Next-Generation Graphics Engine
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PostPosted: 27.07.2010, 02:46 
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Joined: 15.02.2009, 02:13
Posts: 161
Location: Sydney Australia
http://www.khronos.org/news/press/relea ... specifica/

Looks cool, GLSL shaders can now be pre-compiled and loaded in binary form. The ES 2.0 compatibility is great for mobile testing purposes and for WebGL support! The bind shader to specific pipeline stage, I'm guessing this helps so that when you have the same vert shader which goes into different frag shaders and vice-versa, you don't need to have unique configurations for every different bind?

Thought I'd update everyone if they haven't seen the press release yet.

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PostPosted: 27.07.2010, 12:27 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
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The ability to set stencil values in a fragment shader for enhanced rendering flexibility;
This looks pretty awesome too. Wonder if we can read stencil buffer values as well?

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