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	<title>Comments on: Compilation of the SoC project about GLSL Preview</title>
	<atom:link href="http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/</link>
	<description>Fresh Blender News, Every Day</description>
	<pubDate>Mon, 01 Dec 2008 17:32:59 +0000</pubDate>
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		<title>By: Complaintenthusiast #1</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-134672</link>
		<dc:creator>Complaintenthusiast #1</dc:creator>
		<pubDate>Thu, 09 Aug 2007 16:59:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-134672</guid>
		<description>Nice effort. Can't wait until it actually supports textures - which would essentially be the only reason why the entire system should exist - as without textures, shaded mode is already accurate enough without GLSL if you ask me.</description>
		<content:encoded><![CDATA[<p>Nice effort. Can&#039;t wait until it actually supports textures - which would essentially be the only reason why the entire system should exist - as without textures, shaded mode is already accurate enough without GLSL if you ask me.</p>
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	<item>
		<title>By: zapper</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-127748</link>
		<dc:creator>zapper</dc:creator>
		<pubDate>Sun, 08 Jul 2007 12:14:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-127748</guid>
		<description>Is this available on Game Engine?</description>
		<content:encoded><![CDATA[<p>Is this available on Game Engine?</p>
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		<title>By: Ken Hursh</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126787</link>
		<dc:creator>Ken Hursh</dc:creator>
		<pubDate>Fri, 06 Jul 2007 00:58:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126787</guid>
		<description>@Bassam Kurdali:  completely agree.  It's just the frustration of seeing ppc going by the wayside so quickly.  Don't get me wrong, I'll still use at least my PBG4 for years to come (it's been the most dependable cpu I have) - but as far as workstations, I'll just have to step up, replaced my G5, and get on the intel train (I was just hoping for a little more time ;-).  I'm also considering running a dual-boot system - probably ubuntu.  I'll do some preliminary testing for now.

@Miguel Torres Lima:  while I haven't personally experienced your build, from the docs and the video - I was completely amazed.  You are truly inspirational.  It is curious about the ATI hiccups...is opengl really not that well implemented?  Are they just so completely in bed with DirectX?  Well, good luck on finding a solution - and I'm sure with the support in this community, you'll be able to piece it together.

-K</description>
		<content:encoded><![CDATA[<p>@Bassam Kurdali:  completely agree.  It&#039;s just the frustration of seeing ppc going by the wayside so quickly.  Don&#039;t get me wrong, I&#039;ll still use at least my PBG4 for years to come (it&#039;s been the most dependable cpu I have) - but as far as workstations, I&#039;ll just have to step up, replaced my G5, and get on the intel train (I was just hoping for a little more time ;-).  I&#039;m also considering running a dual-boot system - probably ubuntu.  I&#039;ll do some preliminary testing for now.</p>
<p>@Miguel Torres Lima:  while I haven&#039;t personally experienced your build, from the docs and the video - I was completely amazed.  You are truly inspirational.  It is curious about the ATI hiccups&#8230;is opengl really not that well implemented?  Are they just so completely in bed with DirectX?  Well, good luck on finding a solution - and I&#039;m sure with the support in this community, you&#039;ll be able to piece it together.</p>
<p>-K</p>
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	<item>
		<title>By: Miguel Torres Lima</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126677</link>
		<dc:creator>Miguel Torres Lima</dc:creator>
		<pubDate>Thu, 05 Jul 2007 16:44:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126677</guid>
		<description>I thought I was going to remain anonymous :). Well the project is still in its early stages. There are some problems with ATI cards, and honestly it is not my fault because ATI's driver implementation don't follow the specs. The main problems are that the driver don't support integers and preprocessor concatenation. I've changed the code and tried it in linux and now the driver compiles the shaders but it crashes randomly. I believe it to be a driver's problem. I asked Lguillaume to make a new windows build so I can test it to find out who is the guilty part, me or the linux ati driver implementation.
Furthermore, cards under the ATi X series won't be supported. Some of them support programmable vertex and fragment processors and therefore glsl shading, but the number of arithmetic and logical operations allowed are minimum, not even enough to calculate the effect of one single light.

Cheers.</description>
		<content:encoded><![CDATA[<p>I thought I was going to remain anonymous :). Well the project is still in its early stages. There are some problems with ATI cards, and honestly it is not my fault because ATI&#039;s driver implementation don&#039;t follow the specs. The main problems are that the driver don&#039;t support integers and preprocessor concatenation. I&#039;ve changed the code and tried it in linux and now the driver compiles the shaders but it crashes randomly. I believe it to be a driver&#039;s problem. I asked Lguillaume to make a new windows build so I can test it to find out who is the guilty part, me or the linux ati driver implementation.<br />
Furthermore, cards under the ATi X series won&#039;t be supported. Some of them support programmable vertex and fragment processors and therefore glsl shading, but the number of arithmetic and logical operations allowed are minimum, not even enough to calculate the effect of one single light.</p>
<p>Cheers.</p>
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		<title>By: Bassam Kurdali</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126634</link>
		<dc:creator>Bassam Kurdali</dc:creator>
		<pubDate>Thu, 05 Jul 2007 13:34:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126634</guid>
		<description>very cool! I tried the linux build (had to make a simlink to the older gettextlib version linked to by the build) and it worked nicely. This looks very promising and useful. Great job Miguel! PS. @ blendernation: it might be nice if you mention in the article the name of the person who actually did the coding as well as the provider of the windows build ;)
@Ken Hursh: really there's no conspiracy, just the fact that noone with a powerpc mac has stepped up and made a build for graphicall- I could as easily complain how powerpc users are freeloaders ! (joke- I don't mean this at all), but the reality is there's just fewer people on the platform these days= less builds and attention. Remember, devs can't really develop effectively for a platform they don't own, and it's hard enough for builders to make binaries for their own platforms. Why not learn how to build blender (it's not hard) and become the saviour of the PPC community?</description>
		<content:encoded><![CDATA[<p>very cool! I tried the linux build (had to make a simlink to the older gettextlib version linked to by the build) and it worked nicely. This looks very promising and useful. Great job Miguel! PS. @ blendernation: it might be nice if you mention in the article the name of the person who actually did the coding as well as the provider of the windows build ;)<br />
@Ken Hursh: really there&#039;s no conspiracy, just the fact that noone with a powerpc mac has stepped up and made a build for graphicall- I could as easily complain how powerpc users are freeloaders ! (joke- I don&#039;t mean this at all), but the reality is there&#039;s just fewer people on the platform these days= less builds and attention. Remember, devs can&#039;t really develop effectively for a platform they don&#039;t own, and it&#039;s hard enough for builders to make binaries for their own platforms. Why not learn how to build blender (it&#039;s not hard) and become the saviour of the PPC community?</p>
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	</item>
	<item>
		<title>By: Ken Hursh</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126364</link>
		<dc:creator>Ken Hursh</dc:creator>
		<pubDate>Wed, 04 Jul 2007 20:37:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126364</guid>
		<description>My apologies everybody.  Sorry to derail the topic here.

Anyways, it is indeed very cool to see progress being made on this SOC project.  This was the one project I was really excited to see make it onto the list.

From my understanding, in addition to optimizing the live shader previews, isn't a lot of this being prompted by Eskil's urging to optimize the OpenGL calls within Blender?  And, if so, wouldn't it stand to reason that this would produce huge leaps in performance?</description>
		<content:encoded><![CDATA[<p>My apologies everybody.  Sorry to derail the topic here.</p>
<p>Anyways, it is indeed very cool to see progress being made on this SOC project.  This was the one project I was really excited to see make it onto the list.</p>
<p>From my understanding, in addition to optimizing the live shader previews, isn&#039;t a lot of this being prompted by Eskil&#039;s urging to optimize the OpenGL calls within Blender?  And, if so, wouldn&#039;t it stand to reason that this would produce huge leaps in performance?</p>
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	<item>
		<title>By: Jacob Randal</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126346</link>
		<dc:creator>Jacob Randal</dc:creator>
		<pubDate>Wed, 04 Jul 2007 19:58:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126346</guid>
		<description>Aww nuts.. I'm still on my Power Mac G5 tower. I finally got Tiger installed on an external Firewire drive too... but getting an intel machine is probably not going to work for me at least for another year. :(</description>
		<content:encoded><![CDATA[<p>Aww nuts.. I&#039;m still on my Power Mac G5 tower. I finally got Tiger installed on an external Firewire drive too&#8230; but getting an intel machine is probably not going to work for me at least for another year. :(</p>
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		<title>By: mike pan</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126322</link>
		<dc:creator>mike pan</dc:creator>
		<pubDate>Wed, 04 Jul 2007 18:50:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126322</guid>
		<description>Sorry to be the one to break the bad news: OSX has a very limits market share right now despite how great it may or may not be (6% according to my website stat, PPC OSX only being 2%), i wouldn't be surprised if majority of the testing builds are Windows/Linux/MacIntel only.</description>
		<content:encoded><![CDATA[<p>Sorry to be the one to break the bad news: OSX has a very limits market share right now despite how great it may or may not be (6% according to my website stat, PPC OSX only being 2%), i wouldn&#039;t be surprised if majority of the testing builds are Windows/Linux/MacIntel only.</p>
]]></content:encoded>
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	<item>
		<title>By: shul</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126262</link>
		<dc:creator>shul</dc:creator>
		<pubDate>Wed, 04 Jul 2007 13:13:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126262</guid>
		<description>@Ken: ati v. nvidia is already much into the fight; when amd bought ati nvidia went 'what?!' but it looks like ati will continue leaving 'from inside' amd in some form or another, so everything is cool, nvidia still has someone to hate.

the really interesting stuff comes from intel, looks like they watched the amd purchase and decided to develop some 3d accelerated stuff themselves.

where are the good old days of voodoo? what happened to matrox...</description>
		<content:encoded><![CDATA[<p>@Ken: ati v. nvidia is already much into the fight; when amd bought ati nvidia went &#039;what?!&#039; but it looks like ati will continue leaving &#039;from inside&#039; amd in some form or another, so everything is cool, nvidia still has someone to hate.</p>
<p>the really interesting stuff comes from intel, looks like they watched the amd purchase and decided to develop some 3d accelerated stuff themselves.</p>
<p>where are the good old days of voodoo? what happened to matrox&#8230;</p>
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		<title>By: ZanQdo</title>
		<link>http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126183</link>
		<dc:creator>ZanQdo</dc:creator>
		<pubDate>Wed, 04 Jul 2007 07:50:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/07/03/compilation-of-the-soc-project-about-glsl-preview/#comment-126183</guid>
		<description>GraphicAll.org's builds are made by dozens of volunteers all over the world, if you find a weak spot join us and provide PPC builds yourself for the rest of users, thats how it works :)</description>
		<content:encoded><![CDATA[<p>GraphicAll.org&#039;s builds are made by dozens of volunteers all over the world, if you find a weak spot join us and provide PPC builds yourself for the rest of users, thats how it works :)</p>
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