At least on Intel HD4000 GPUs there seems to be a bug regarding conditional rendering in OpenGL on 10.8 Mountain Lion: After the conditional rendering the condition state (ignore draw calls or execute them) is ‘stuck’ until the next draw call gets issued – this can ignore glClear calls which shouldn’t get ignored. Here’s an […]
There seems to be a bug with noperspective varyings in OpenGL 3.2 contexts on MacOS X on Intel HD4000 hardware: The varying does not get interpolated and all fragments of the triangle get the same value (similar to flat interpolation). Note that in the left screen shot the image looks similar to perspective correct interpolated texture […]
When Apple can first out with ‘retina’ (high resolution) displays for there Macs the big 15″ notebooks were upgraded first, not the smaller 11″ – 13″ ones. At first you wonder why, as it is probably simpler to build smaller displays with high dpi. But on second thought you realise, that you need a good […]
Intel has released there documents describing the HD 2500 and HD 4000 graphics chips embedded in the Ivy Bridge processors. I updated my Low-Level GPU Documents collection and moved it from a blog post to a seperate page. Thanks Intel for these detailed and up-to-date information!
The latest MacBook Pro just got a GeForce 650M – a Kepler based GPU. This chip is not only capable of delivering OpenGL 4.2 but also shiny new features like bindless textures: one way of supporting Virtual Texturing in hardware and maybe something we will see in some form in OpenGL 5.0. This makes it […]
NOTE: As this document is growing, I moved it to a seperate page. Click here to get to the most recent version. Old content: While programming graphics applications means programming against an API that abstracts us from the actual hardware (OpenGL, Direct3D), it can still be interesting to dig a bit deeper. Having a good […]
Intel just released new information about there ongoing ray tracing for games project. For some years now intel is investigating the use of chips with lots of simple x86 cores for graphics, the first was codenamed Larrabee and was intended to become a full GPU but was later cancelled. The current prototypes are intended to […]