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oZone3D.Net Tutorials - NVIDIA G80: OpenGL Programming - New OpenGL Extensions - GLSL - Geometry shader




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NVIDIA nZone.com NVIDIA Developer Blog
NVIDIA G80: OpenGL Programming

By: Christophe [Groove] Riccio - www.g-truc.net
Initial Version: November 12, 2006
Edited and Translated by the oZone3D Team
Last Update: March 25, 2007


[ Index ]

Introduction | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9

�Next Page



3 - GPU programming with NVIDIA

Let's start first with an explanation of an nVidia principle regarding the GPUs programming languages. Despite the fact that the ARB has decided to abandon the "assembly language", preferring instead the GPU programming, nVidia keep on maintaining it as new functionalities are added. On the other hand, the GLSL has become essential and naturally the language had to be adapted with this new video card. Hence, we find ourselves with a duplicate of a few extensions, among which half will be useful for some rash guys and eventually for Cg compatibility.

In the first category, we find NV_geometry_program4, NV_vertex_program4, NV_fragment_program4, NV_gpu_program4, NV_parameter_buffer_object, and in the second one, we have EXT_bindable_uniform, EXT_geometry_shader4 and EXT_gpu_shader4.





[ Index ]

Introduction | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9

�Next Page





GeeXLab demos


GLSL - Mesh exploder


PhysX 3 cloth demo


Normal visualizer with GS


Compute Shaders test on Radeon


Raymarching in GLSL



Misc
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