#OpenGL
#Lightwave3d

Handy hint!

After VPR, there's buffer options, & after that a single drop down arrow. Here you can turn on things like the Opengl overlay, & put a wireframe on the display, (in this example, a cel shaded final render)

Ideal for seeing where stuff is, best of both worlds.
September 26, 2026 at 12:19 PM
Minecraft running vulkan renderer under sodium is blazing fast, I get like almost twice as much fps if I uncap it as with opengl which is pretty crusty at this point.
September 26, 2026 at 9:25 AM
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- Anúncio
September 26, 2026 at 1:45 AM
Working are both but OpenGL is broken in a few spots like UT 2004 wont boot or Blender has several modes where the viewport is doing weird stuff, Vulkan seems fine for most part but in case of Blender performance is god awful.
September 25, 2026 at 11:09 PM
fwiw howtovulkan is one of the more modern vulkan tutorials and it simplifies things quite a lot compared to OG vulkan. It's def better to start learning through openGL though
September 25, 2026 at 10:05 PM
Funny you mention it, I was just looking at Vulkan tutorials (my new years resolution was to draw The Triangle™). But looking at the code example I decided it's better to pick OpenGL instead. Too many things I don't know about yet, and complexities I'm not interested in dealing with
September 25, 2026 at 9:48 PM
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- Anúncio
September 25, 2026 at 9:15 PM
Dragon Q8B arrived a week ago will be fun to see how this goes, the Q6A is already crazy but drivers on the Q8B SoC are still iffy on the OpenGL side so far.
September 25, 2026 at 8:57 PM
people always will want features like this but they have to be packaged in with feature updates because otherwise people will say "oh discord doesn't get updates anymore". similar issue with minecraft tbh, they're making a lot of improvements to rendering at least going from opengl → vulkan
September 25, 2026 at 7:48 PM
That Time I Fought Draw And Won
# Tessellate Your Nightmares Way, way, way back in the day, there was EXT_shader_object, and inside Big Triangle there was a lot of debate about how things should work. By this time, I had long since infiltrated their organization. They viewed me as one of their own. Because of this, I was able to influence their sinister operation. My plotting was even more underhanded than the Big Triangle fat-cats, and I nudged them to design tessellation shader objects in a manner which matched OpenGL. Specifically, all the spacing and vertex ordering mechanics were specified in the same shader stages as OpenGL. The D3D members of Big Triangle were asleep at the wheel. My influence went unopposed. I was the butterfly flapping my wings to cause a hurricane. That hurricane manifested years later. Suddenly, those sleeping giants awoke and discovered that shader objects were utterly incompatible with their chosen API. Their howls of rage reverberated across the world. I was unprepared for the backlash. They wielded their monstrous power and upended everything. Suddenly, spacing and vertex ordering could be specified in _any_ tessellation shader stage. It was a nightmare of epic proportions. # Draw Hell Lavapipe, unbeknownst to many, is really just llvmpipe wearing a funny hat. This means it inherits all the llvmpipe-isms, including its deepest flaws. One flaw is that llvmpipe is primarily a driver for OpenGL rendering, and most of its internals are structured around that. Chief among them is the tessellation support, which goes through `auxiliary/draw` and then even deeper, into `auxiliary/tessellator`, a mysterious land where few have tread and even fewer have returned. And all of this code expects tessellation parameters in the shader stages required by OpenGL. This was fine due to my initial machinations, but it was no longer fine once the more fiendish parts of Big Triangle awoke. The tessellator was broken. Tests were failing. A new crisis had emerged. # Compatibility Historically, this mismatch was handled by a function called `merge_tess_info`. It’s still present in a number of drivers. And it did work, propagating that info to the right place in lavapipe before being sent to llvmpipe, except for one wrinkle. Dynamic domain origin. OpenGL hardcodes this value to lower-left, but in Vulkan it can be either lower-left or upper-left. Lavapipe worked around this by treating upper-left as equivalent to toggling vertex ordering CCW: for the dynamic state, two versions of the shader were compiled, and lavapipe would run the one which corresponded to `(shader_ccw ^ dynamic_domain_ccw)`. This was fine since it was all restricted to the tessellation evaluation shader. It was no longer fine once vertex ordering could also be specified in tessellation control. # Another Battle I had two options: add even more hacks into lavapipe to work around this, or go spelunking deep into gallium to make all the weird bits support setting params in either shader stage. Naturally I went spelunking. This essentially meant shoving `merge_tess_info` into the depths of `auxiliary/draw`. I won’t claim it was pretty or easy, but the battle was won. The forces of good have once again triumphed over the evils of Big Triangle’s tessellation monster.
www.supergoodcode.com
September 25, 2026 at 3:32 PM
And I don't know if I fully understand what the hell is going on in some of that framebuffer shit. It works and I can do everything on top of it lol. I can't really explain that well, but the basic code was still not much harder than opengl just a lil more verbose and lower level.
September 25, 2026 at 3:23 PM
fun fact: Godot 3 supports OpenGL ES 2. on windows, 3d acceleration drivers for the Intel Atom N270 (the cpu in most netbooks) only support up to OpenGL 1.4, but linux supports just barely right up to 2.0. these old netbooks are fully capable of running the godot editor. you can do game dev on them
September 25, 2026 at 1:37 PM
there will be an openGL version for mobile in the next update. Maybe it will run better for you
September 25, 2026 at 7:39 AM
Hardware accelerated version of ACMX for Windows with Vulkan, CUDA, Deep Dream, Stable Diffusion, shader chains. Requirement: Must have CUDA installed from the latest NVIDIA drivers. RTX 2070 or greater.
Releases · lostjared/acidcam-gpu
Cross-platform visual synthesizer leveraging OpenGL, Vulkan, CUDA, RtAudio, RtMidi, LibTorch/Deep Dream, Stable Diffusion and C++20 for real-time or offline headless video manipulation. - lostjared...
github.com
September 25, 2026 at 6:50 AM
Day 9 is over!!!!

Optimized my rhythm game & my editor now has BPM markers.

Also learned a lot about audio & a bug with openGL 🐱

#gamedev #opengl #rhythmgame #software #programming
September 25, 2026 at 5:32 AM
"Dear god... you went beyond the opengl triangle"
September 25, 2026 at 2:31 AM
Now how do I disable this if I'm in OpenGL...
September 25, 2026 at 2:08 AM
> DirectX 11 では「テクスチャ」と「サンプラ(読み方の設定)」が別物です。1 段あたり、テクスチャは 128 枚、サンプラは 16 個まで使えます。
> こちら(Flutter)の OpenGL ES(ANGLE 経由)の GLSL には、テクスチャとサンプラを分ける書き方がありません。テクスチャ 1 枚ごとに枠を 1 つ使うので、16 枚(flutter_scene では 15 枚)でつかえます。

知らない情報過ぎる
September 25, 2026 at 12:27 AM
The Standard Performance Evaluation Corporation (SPEC) has released the SPECviewperf 15.0.1 Linux Edition benchmark, bringing its professional graphics test suite to x86_64 and aarch64 Linux workstations. www.jonpeddie.com/news/spec-pu...
SPEC puts Linux workstations on the professional graphics scoreboard
SPECviewperf 15.0.1 Linux Edition brings real-world OpenGL workloads, a new interface, and Arm support to the operating system that many studios, and labs, already run.
www.jonpeddie.com
September 24, 2026 at 9:36 PM
@idatxbox.bsky.social Which graphics API do the Xbox One and Series S/X use? I need to switch OpenGL 1.1 to that API as soon as possible.
September 24, 2026 at 4:38 PM
This would be due to artistic decisions to improve visibility on the varying LCD panels for the 3DS family and hardware differences. The PICA GPU on the 3DS is a hybrid of a fixed function pipeline GPU (Like the PS2/GC) with some programmable vertex and geo effects (Being OpenGL 1.1ES compliant)
September 24, 2026 at 3:47 PM
SDL-1.2: atari:video: remove OpenGL LDG support
SDL-1.2: atari:video: remove OpenGL LDG support
github.com
September 24, 2026 at 3:22 PM
SDL-1.2: atari:video: make OpenGL usable with a static OSMesa
SDL-1.2: atari:video: make OpenGL usable with a static OSMesa
github.com
September 24, 2026 at 3:22 PM