Lightroom CC2015.7 / 6.7 update is now available

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  • Announcement
  • Updated 2 years ago
Lightroom CC 2015.7 and Lightroom 6.7 are now available.  The goal of this release is to provide additional camera raw support and address issues that were introduced in previous releases of Lightroom.

Complete information can be found here: 

http://blogs.adobe.com/lightroomjournal/2016/09/lightroom-cc-2015-7-now-available.html
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Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

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Posted 2 years ago

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Jao van de Lagemaat

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Jeffrey, the update does not work on Mac OS X. It gives a corrupted download U43M1D207 error. camera raw updates just fine but not Lightroom. Tested on multiple machines and lots of reports on the internet.
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Jao van de Lagemaat

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Thanks. It appears to have gotten fixed. It installed now on my 10.10 machine. Will check my 10.11 machine tonight
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Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

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Thanks. Looks like one of the nodes was bad. We refreshed it and it should be working across the board now.
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Mario Adario

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I read LR 6.7 should be installed BEFORE upgrading to Sierra...but I already upgraded... will I have any issue?
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Victoria Bampton - Lightroom Queen, Champion

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No, should be fine Mario.
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Amit Kumar, Senior Computer Scientist

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Hi Mario,
You may see the following issue (see the kb doc):

"The Import dialog doesn't display Apply During Import and Destination options.
Note: This issue persists if you update to Lightroom CC 2015.7/Lightroom 6.7 from the previous version already running on macOS Sierra. Right-click the Apply During Imports panel and select the Apply During Import and Destination options to make them visible in Lightroom CC 2015.7/Lightroom 6.7."
(https://helpx.adobe.com/lightroom/kb/lightroom-and-mac-os-sierra.html)

The reason why this happens is that on Sierra, an older version of Lightroom would write incorrect preference values for the visibility of these options.
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Butch_M

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All I know is, I'm not updating anything until the beta testers subscribers have reported back that nearly everything works as intended and that no vital functions, features or capabilities have not been broken, removed or otherwise hampered.

Rolling back three times of the last five updates has been too much.
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Stephen Leggett

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Well, so far, on macOS 10.12, new in this release (LR CC 2015.7), in no particular order:
1. Index numbers disappear from the Grid view in Library
2. Import function shows devices that are attached to a virtual machine and not visible to rest of the OS, means endless clicking and/or scrolling to get to the folder you want to import from
3. Thousands (could be tens of thousands) of messages an hour being written to the log files about playing with the keychain.
4. After installing, if first thing you do is launch from Dock, it fatally aborts. Launching from CC seems to permanently fix this
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Jeremy Wood

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It doesn't look like its fixed the problem with selecting un modified files to republish, introduced in 6.6
Should I look for "Dehaze" in 6.7?
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John R. Ellis, Champion

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Butch, you wrote, "The accounting measure of choice has absolutely nothing to do with the matter that Apple sells hardware in addition to software whatsoever."  Chapter 1 of the Price Waterhouse Coopers guide directly contradicts that claim. 

I agree that Steve Sprengel's comment about tax laws is mistaken.
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Steve Sprengel, Champion

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My info comes from  this article as I am not a tax expert by any means: 

http://prodesigntools.com/why-creative-cloud-gets-exclusive-features.html

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Butch_M

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I'm no tax expert either. I do have opinions on the matter and I won't deny you or anyone else a differing opinion, however,  I'm not the one who brought taxation into the discussion.

With all due respect Mr. Sprengel, could you please cite (with specificity) exactly where in your linked article that holds the information to support your statement: "The government wants you to pay again so they can collect more tax."

I performed a search of the term 'tax' and 'taxation' on your linked article with zero hits. I further explored the term 'revenue' and not once did the word occur in reference to tax liability. 

If you search your linked article it does refer to the term 'law' once: "This is not an internal Adobe thing, it’s due to very limiting and strict revenue recognition laws which prevent the addition of new features to perpetual license customers at zero cost." 

Again, no reference to taxation whatsoever because these accounting rules were implemented primarily to protect investors, not to directly increase tax revenue for the government.

Then you further state: "If you want the tax laws to be different you have to be an American citizen and vote different people into government."

Which ignores the fact that the vast majority of accounting/taxation legislation is not written or passed into law by elected official or governing bureaucrats of their own volition or inspiration, but were conceived by interested parties or at the behest or direct request from lobbyists representing the exact same folks the legislation will impact. Blindly stating to 'vote different people in' will not change anything on it's own effort. New faces in elected office, won't change the lobbyists and special interest groups from seeking their desired goals. It is a much more complicated issue.
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Butch_M

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I'm no tax expert either. I do have opinions on the matter and I won't deny you or anyone else a differing opinion, however,  I'm not the one who brought taxation into the discussion.

With all due respect Mr. Sprengel, could you please cite (with specificity) exactly where in your linked article that holds the information to support your statement: "The government wants you to pay again so they can collect more tax."

I performed a search of the term 'tax' and 'taxation' on your linked article with zero hits. I further explored the term 'revenue' and not once did the word occur in reference to tax liability. 

If you search your linked article it does refer to the term 'law' once: "This is not an internal Adobe thing, it’s due to very limiting and strict revenue recognition laws which prevent the addition of new features to perpetual license customers at zero cost." 

Again, no reference to taxation whatsoever because these accounting rules were implemented primarily to protect investors, not to directly increase tax revenue for the government.

Then you further state: "If you want the tax laws to be different you have to be an American citizen and vote different people into government."

Which ignores the fact that the vast majority of accounting/taxation legislation is not written or passed into law by elected official or governing bureaucrats of their own volition or inspiration, but were conceived by interested parties or at the behest or direct request from lobbyists representing the exact same folks the legislation will impact. Blindly stating to 'vote different people in' will not change anything on it's own effort. New faces in elected office, won't change the lobbyists and special interest groups from seeking their desired goals. It is a much more complicated issue.
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Michael Newman

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This "no new features" thing is purely Adobe's choice, to intimidate and frustrate their customers and persuade them to pay protection fees forever. Microsoft doesn't apply it to perpetual Windows licenses and neither does any other company whose software I use. 
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Acs Zolie

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I have a standalone version, LR6. More precisely 6.3. I could not update. WHY? Creative Cloud says I have 2015CC....which I dont and all updated which is not true. How can I get updates???  
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Rikk Flohr, Official Rep

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You can update following the instructions here if you are having difficulty: http://blogs.adobe.com/lightroomjournal/2013/06/keeping-lightroom-up-to-date.html 
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Rory Hill

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I don't know what we'd do without you around Rikk.  :*)
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Duncan D

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Hi I have the creative cloud lightroom CC on two of my computers.
1 mac pro 8 cores 2010 OS 10.11.6 (lightroom 2015 release +raw 9.0)
1macbook pro 13" retina OS 10.11.3 (lightroom 2015.7 release +raw 9.7)

 For some reason I cannot update the latest version on my macpro even though on the creative cloud it says that it is up to date.

It seems stuck on the 2015 release +camera raw 9.0 (on launch the photo is the one with the evergreen forest with yellowish trees)

 On my macbook it is the 2015.7 +camera raw 9.7 black background with the big purple flower I did the same updates lightroom + RAW on both computers .

 Can anyone help me with it ?

 I need to use the tool "Transform" that is not available on the 2015 :(

(Edited)
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Michael Newman

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A bit of a long shot perhaps but I had some trouble upgrading a while ago that was due to a catch-22 involving the Adobe Manager; there was a new version of the Manager in the upgrade and you needed it to perform the upgrade of LR. I think I found a way to upgrade the Manager using the old Manager version, and that enabled me to upgrade the Lightroom. 
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Duncan D

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hi Joe. I tried but I don't see the upgraded version in my apps.
The selected lightroom is the latest one on my computer...

If I delete lightroom and reinstall it  will loose all my catalogs right ? 

 

Michael I will try that next.
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Rikk Flohr, Official Rep

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Removing Lightroom does not uninstall any of your catalogs or your catalog backups.  They should be there when you reinstall.

Of course - backups are always prudent... ;-)
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Duncan D

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Ok i'm uninstalling it while i'm typing this text. I'll update the outcome ;)

Thanks again you guys are awesome

update (It installed the same one again... sigh)

Updated 2 :

I uninstalled lightroom and photoshop via the cloud  and uninstalled the cloud as well.
I installed cloud again and weirdly enough It was asking me to update lightroom...
So went into the apps and deleted my old lightroom 5 version and restarted my computer.
I reinstalled the cloud and lightroom but once again it only installed the previous version of it.

I still have lightroom 4 and 3 installed..

Any thoughts ? I really don't know what else I can do at this point...
(Edited)
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Duncan D

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:( so no more hopes ?
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Joel Weisbrod

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This post is directed to Jeff Tranberry:

We have spoken on the phone a few times regarding speed, my video card, my configuration, etc. 

You put me in touch with an engineer who made some suggestions and had me make some special changes to try and speed things up. It helped a little but is still too slow to use as a production tool.

You told me Adobe would get the same video board I am using and try to recreate the problems you and an engineer witnessed when connected to my computer over the internet.

So, I am now running Lightroom CC 2015.7 and Photoshop CC 2017.1.

I was forced to disable the GPU in Lightroom because if I do not, the product is not usable. When we spoke last, I was quite clear that I did not experience any issues with the GPU turned on and in Advanced mode on Photoshop CC 2015.

Well, I can report that with the new Photoshop 2017, I am forced to change the GPU mode to Basic or Photoshop CC is not usable. I guess we could call this progress but it is not the progress I have been hoping for.

I still have the "memory loss slowdown" issue where after editing 25-50 images it gets slower and slower, forcing me to exit and then restart Lightroom or again, it is not usable. I have not had any feedback on this in months and am somewhat discouraged.

I still have not heard any feedback regarding the testing on my particular video board (GeForce GTX TITAN X/PCIe/SSE2 with 12Gig Dedicated Video RAM). I guess this fell by the wayside along with fixing the slowdown mentioned above.

I am terrified that Lightroom 2017 will get worse rather than better.

In case anyone at Adobe actually cares about any of this, I have once again pasted in the "System Info" report from the Interface tab of Lightroom 2015.7 preferences followed by the specs for my Graphics card.

As we have discussed in the past, I would rather have the product work correctly than get new features while the real problems we face running our businesses every day are ignored.

What happened to the Adobe that really cared about their clients? I am tired of begging for help. I am tired of being left in the dark about these issues. I am sad that Adobe seems to be forcing me to look for other software (OnOne Camera RAW and Suite) because I really do not want to go down that path. What do we need to do to get Adobe to pay attention?

--------------------------------------------------------------------------------------------

Lightroom version: CC 2015.7 [ 1090788 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3.3 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 1046.5 MB (1.5%)
Virtual memory used by Lightroom: 1055.0 MB
Memory cache size: 752.0 MB
Maximum thread count used by Camera Raw: 12
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX TITAN X/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 372.90
Renderer: GeForce GTX TITAN X/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: J:\Lightroom Catalogs\Customers - 2\Customers - 2.lrcat
Settings Folder: C:\Users\joelw\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) ColorChecker Passport
4) Facebook
5) Flickr
6) Leica Tether Plugin
7) Nikon Tether Plugin
8) ON1 Effects 10
9) ON1 Enhance 10
10) ON1 Photo 10
11) ON1 Portrait 10
12) ON1 Resize 10

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AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x102
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GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 372.90
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OGLEnabled: true
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-----------------------------------------------------------------------------------
GTX TITAN X Engine Specs:
3072CUDA Cores
1000Base Clock (MHz)
1075Boost Clock (MHz)
192Texture Fill Rate (GigaTexels/sec)

GTX TITAN X Memory Specs:
7.0 GbpsMemory Clock
12 GBStandard Memory Config
GDDR5Memory Interface
384-bitMemory Interface Width
336.5Memory Bandwidth (GB/sec)

GTX TITAN X Technology Support:
Yes (4-way)NVIDIA SLI® Ready
YesNVIDIA G-SyncTM-Ready
YesNVIDIA GameStreamTM-Ready
YesGeForce ShadowPlayTM
2.0NVIDIA GPU BoostTM
YesDynamic Super Resolution
YesMFAA
YesNVIDIA GameWorksTM
12 API with Feature Level 12.1Microsoft DirectX
4.5OpenGL
YesCUDA

PCI Express 3.0Bus Support
Windows 8 & 8.1, Windows 7, Windows Vista, Linux, FreeBSD x86OS Certification

Display Support:
5120x3200Maximum Digital Resolution*
2048x1536Maximum VGA Resolution
Dual Link DVI-I, HDMI 2.0, 3x DisplayPort 1.2Standard Display Connectors
4 displaysMulti Monitor
YesHDCP
InternalAudio Input for HDMI

GTX TITAN X Graphics Card Dimensions:
4.376 inchesHeight
10.5 inchesLength
Dual-widthWidth
Thermal and Power Specs:
91 CMaximum GPU Tempurature (in C)
250 WGraphics Card Power (W) 
(Edited)
Photo of Mike Obuchowski

Mike Obuchowski

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Being a Lightroom user since v3, sadly, I am also sorely disappointed with performance. Running a slightly more modest (but still very beefy) PC:
i7-920, 24GB DDR3, GeForce 970 Asus Strix on a fast Asus ROG mobo. SSDs all round, separate for data, separate for catalogue and cache. Running a 4k Asus PB287Q and a  Samsung 1680x1050 120Hz.

Simply clicking between images in the library module's grid view is unbearably slow (taking as much as 3-5 seconds per image, despite smart and 1:1 previews on file. Transferring the main interface onto the smaller res monitor helps a bit, but the performance is still nowhere near what Lr3's library was like on a slower machine, back in the day.

And this is with smaller files, too - I used to be almost exclusively 600D (18MP files), now half my shots are from the A7s2 (12MP) and those are, arguably, slower and suffer visibly poorer rendering times. This makes culling wedding and sport shoots an absolute no-starter. Spending multiple days on culling barely 1000 photos is just no bueno...

detailed sys info below
---

Lightroom version: CC 2015.7 [ 1090788 ]
License: Creative Cloud

Operating system: Windows 10

Version: 10.0

Application architecture: x64

System architecture: x64

Logical processor count: 8

Processor speed: 2.6 GHz

Built-in memory: 24567.1 MB

Real memory available to Lightroom: 24567.1 MB

Real memory used by Lightroom: 3129.5 MB (12.7%)

Virtual memory used by Lightroom: 3253.8 MB

Memory cache size: 5879.7 MB

Maximum thread count used by Camera Raw: 8

Camera Raw SIMD optimization: SSE2

System DPI setting: 144 DPI (high DPI mode)

Desktop composition enabled: Yes

Displays: 1) 3840x2160, 2) 1680x1050

Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No



Graphics Processor Info: 

GeForce GTX 970/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 375.70
Renderer: GeForce GTX 970/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler




Application folder: C:\Program Files\Adobe\Adobe Lightroom

Library Path: D:\Lightroom Catalogs\Main\Main.lrcat

Settings Folder: C:\Users\Mike\AppData\Roaming\Adobe\Lightroom



Installed Plugins: 

1) 500px

2) AdobeStock

3) Canon Tether Plugin

4) Facebook

5) Flickr

6) HDR Efex Pro 2

7) LR/Instagram



Config.lua flags: None



Adapter #1: Vendor : 10de

Device : 13c2

Subsystem : 85081043

Revision : a1

Video Memory : 4058

Adapter #2: Vendor : 1414

Device : 8c

Subsystem : 0

Revision : 0

Video Memory : 0

AudioDeviceIOBlockSize: 1024

AudioDeviceName: Speakers (Realtek High Definition Audio)

AudioDeviceNumberOfChannels: 2

AudioDeviceSampleRate: 44100

Build: LR5x102

Direct2DEnabled: false

GL_ACCUM_ALPHA_BITS: 16

GL_ACCUM_BLUE_BITS: 16

GL_ACCUM_GREEN_BITS: 16

GL_ACCUM_RED_BITS: 16

GL_ALPHA_BITS: 0

GL_BLUE_BITS: 8

GL_DEPTH_BITS: 24

GL_GREEN_BITS: 8

GL_MAX_3D_TEXTURE_SIZE: 2048

GL_MAX_TEXTURE_SIZE: 16384

GL_MAX_TEXTURE_UNITS: 4

GL_MAX_VIEWPORT_DIMS: 16384,16384

GL_RED_BITS: 8

GL_RENDERER: GeForce GTX 970/PCIe/SSE2

GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA

GL_STENCIL_BITS: 8

GL_VENDOR: NVIDIA Corporation

GL_VERSION: 4.5.0 NVIDIA 375.70

GPUDeviceEnabled: false

OGLEnabled: true

GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Photo of Khürt Williams

Khürt Williams

  • 10 Posts
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