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OpenGL 1.3 Spec Released

JigSaw writes "The OpenGL Architecture Review Board announced the new OpenGL 1.3 specification (1.8 MB pdf). In OpenGL 1.3, several additional features and functions have been ratified and brought into the API's core functionality. New features include Cube map texturing, multisampling, new texture modes that provide more powerful ways of applying textures to rendered objects, compressed texture framework etc. Let's all hope that GL can catch up with Direct3D now, as with the latest DirectX8, Direct3D has done some big steps towards feature-set, speed and even non-bloatiness when it comes to coding for it, while OpenGL 1.2 was released more than 2 years ago and it did not offer as much."

193 comments

  1. As the technology evolves ... by RichiP · · Score: 1

    I think what the OpenGL ARB are doing is just right: they're introducing as part of the OpenGL standard features that the current crop of hardware vendors can support. In the case of texture shaders, I've only heard of two companies (ATI and NVidia) supporting it in their hardware. Come the time when more vendors support it, I'm sure it'll find its way in the specs.

    Contrast this with D3D in DX8. If the hardware doesn't support acceleration of this feature, would it do it in software? If it did, would users want it? Is there a way to choose that if a feature is implemented only in software, that it not be used at all?

    1. Re:As the technology evolves ... by spectecjr · · Score: 2

      Contrast this with D3D in DX8. If the hardware doesn't support acceleration of this feature, would it do it in software? If it did, would users want it? Is there a way to choose that if a feature is implemented only in software, that it not be used at all?

      It depends; yes, you can tell it not to do it if you want, programmatically. But ultimately, this is why games have render engine feature options screens. So you can turn off stuff your system can't handle, or handles badly.

      Of course, you have to design for it - and this is NOT a problem that is DirectX specific - the same issues also apply to OpenGl.

      Simon

      --
      Coming soon - pyrogyra
    2. Re:As the technology evolves ... by biohazard99 · · Score: 1

      Other than matrox and expensive business(CAD/CAM, dedicated video renderers) cards, what other card manufacturers are left?

  2. does it do sharders? by Anonymous Coward · · Score: 1, Insightful

    Developers now have a card vendor neutral way to access programmable shaders (pixel and vertex shaders) from DX8. But does OpenGL1.3 have anything comparable, or do we have to resort to NVidia or ATI extensions? If that is the case, OpenGL will be hard hit unless a standard vendor neutral extension it added soon.

    1. Re:does it do sharders? by Anonymous Coward · · Score: 0
      Well, it wasn't listed in the "core features" in the press release, so I doubt it. Anyways...

      I'm not at all sure why you believe DX8's approach is superior (if I may read between the lines).

      The extensions are there and work... part of (core) OpenGL's attraction is its *careful* evolution. Contrast this to the DX approach, which is "cram in all the new features we can each cycle".

      Moving shaders into the "core" so quickly goes against the careful evolution strategy.

      I prefer a stable API that has the ability to be extended (OpenGL), over an API that is constantly changing (DX).

  3. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 1, Insightful

    "Unfortunately, this is a bit like saying, "C++ can do anything D3D 8.X does, given proper libraries and hardware support." The purpose of a standardized API is, well, having a standard."

    DirectX is a great standard for 3D graphics.
    I've spent many a day playing DirectX games on Linux/BSD/Macintosh/BEOS/OS2/QNX/Amiga.
    Oh crap! What am I saying? DIRECTX DOESN'T SUPPORT ANYTHING NON MICROSOFT!!!
    Yes that's a standard alright.
    Standard piece of BS.

  4. Re:Apple by MessiahXI · · Score: 0, Offtopic
    Never trust a tech who tattoes his IP address to his arm, especialy if it's DHCP.

    Who would do that? what does DHCP have to do with it? DHCP does not necessarily mean dynamic ip addresses. But, more to the point, why would you tattoe it on yer damn arm? It's perplexing to the point of not being funny.

  5. Re:Catch up to what? by Archfeld · · Score: 2

    Umm what ?? I have games that ran on DX5 and the run just fine under DX8. I think you may have misunderstood what someone said. In my experience as a die hard gamer DX is VERY backward compatible. Not to say that OPENGL is not good, I use OPENGL for some games and DX8 for others. It really depends on the individual performance. As a consumer MORE CHOICES IS GOOD.

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  6. Prof. graphics programs are moving to d3d by Otis_INF · · Score: 2
    Take f.e. 3DStudio MAX. It has already a d3d renderer. Looking at the api specs, you don't need OpenGL to do the stuff you want, since D3d offers you the same stuff, and at the api level, not with crappy extensions.

    A lot of people without a clue will scream and cry that OpenGL is faster, easier and can do more, but frankly, if that was the case, more people would use OpenGL in the games they write. OpenGL is a nice api and I use it a lot, my library DemoGL is based on it, and if OpenGL dies it will break my heart, but when I think realisticly, OpenGL is practically dead on Windows: the ICD connector DLL (opengl32.dll) isn't updated by Microsoft, documentation SUCKS compared to D3D, and f.e. ATi's OpenGL driver is horrible, making developing OpenGL software much harder than D3D based software.

    --
    Never underestimate the relief of true separation of Religion and State.
  7. Re:Um... by Compuser · · Score: 2

    >>Is anyone complaining?

    What's interesting is your nick. See, Be people have written their OS precisely to dispose of old garbage like Unix API.

    >>POSIX is perhaps the most successful OS API in history.

    Notice that most OS's are not Posix compliant, not Linux, not Windows, not Mac, not Be, not Atheos, not Hurd. Full Posix compliance is hard to find.

  8. Re:What about pro apps, i.e. Maya? by Anonymous Coward · · Score: 0

    No, D3D is _only_ a gaming API. It doesn't have a selection mode as OGL has. This is extremely important for good performance in CAD like programs. So your getting crappy performance because it's done in software.

  9. Re:Implementation by Francis · · Score: 1

    Now that we have the specs, how long before we can expect implementations that actually take advantage of them?

    They already do. ;)

    --

    --
    #include <malloc.h>
    free(your.mind);
  10. Re:OpenGL = Direct3D 8.1 by ghoti · · Score: 2

    You can copy parts of the image to a texture (glCopyTexImage/glCopyTexSubImage), which is very fast, and then map the texture to a billboard (which is fast, too). And you can use more than one texture, of course.

    --
    EagerEyes.org: Visualization and Visual Communication
  11. Re:SGI is dead. by stikves · · Score: 1
    I was talking about CAVE, which is a virtual reality system.

    Currently I am trying to develop some software for it. It runs on machine costing $1,000,000 with 20 CPUs. (you may check this page)

  12. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

    Oh, you mean, make learning how to write games way more difficult than it has to be? I guess you have a point.

  13. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

    Hmm... Inventor was opensourced by SGI a while back. Works fine on linux. I'm actually mildly surprised it hasn't made it into the distros yet - it comes with a cool marble-maze-rolling little game, and a wierd lather-tool-thingy in the example prgrams: kept my little brother amused for hours....

  14. John Carmack? by Lord+Omlette · · Score: 1

    Does anyone know what John Carmack thinks of this whole deal? Thanks in advance

    --
    [o]_O
  15. Catch up to what? by Mongoose · · Score: 5, Insightful

    GL is modular and relies on extentions. This produces a far more stable API and allows for the latest bleeding edge tech.

    Comparing DX or better D3D to GL is like comparing UNIX to Windows. You can either allow modular ententions or rewrite the API every release, whus breaking backwards compatibility for no reason. GL ext from ATI and Nvidia are much easier to use for development that D3D imho.

    Only moogles may disagree. We still love you dan! =)

    1. Re:Catch up to what? by Darshu · · Score: 1

      Um, hey I hate MS as much as the next guy, but this is straight out wrong. DX is binary backwards compatible [and probably source, but I wouldn't know, I don't make DX programs]. The software does some sort of COM QueryInterface() call to get an interface to the API that it expects. A DX2 game get IDirectDraw2, etc. [i think] If what you were saying were true you'd here millions of angry gamers torching Microsoft. Any DX2 or higher game should work fine with DirectX 8. (I suppose DX1 aka Game SDK should work too but I wouldn't be on it, not that anyone ever really used it anyhow.)

    2. Re:Catch up to what? by drivers · · Score: 2

      If you want to use code written for a previous version of DirectX with new releases of the SDK, all you have to do is #define what version of the API you want to write to. Using COM the DLL also supports previous versions of the interface, giving backward compatibility. (At least, that's my understanding of it.)

    3. Re:Catch up to what? by Mongoose · · Score: 1

      I was also hinting at the problem with closed source DX games. If you run DX 8.0 you won't be able to play older DX games. If you bought every version of TombRaider ( dear god, why? ), and installed DX 8.0 you would be able to play only the last version.

      I work on OGL clones of DX games as a hobby. Once I have my OGL based engine under the game, then I don't have to worry about newer API version breaking my binaries much less source.

      I for one still play old DOS games and I enjoy having a 'long shelf life' in the titles I buy. I no longer buy DX based games even if I really want them now. If MarrowWind doesn't move off DX ( xbox/"pc" game ) I will never buy it. I waited years for MarrowWind too...

    4. Re:Catch up to what? by vrt3 · · Score: 1
      If you run DX 8.0 you won't be able to play older DX games. If you bought every version of TombRaider ( dear god, why? ), and installed DX 8.0 you would be able to play only the last version.

      That's not my understanding of how DX works, and what you say is also not confirmed by my experience.

      DirectX uses COM objects. As someone said before, correct use of COM objects guarantees backwards compatibility: if you make changes that would render the interface incompatible, you have to create a new interface, while the old one is still available.

      --
      This sig under construction. Please check back later.
  16. Re:No one can. by knghtbrd · · Score: 2

    Tell you what. Take about 5 or 6 images of the same size 32 bit RGBA, keep them fairly simple. Now mathematically blend them together in various ways, such as multiplying, adding, etc. Now look at the result. This causes an effect known as "banding" pretty easily.

    Take those same graphics and convert each channel to a float between 0 and 1 and do your blends like that, clamping at 1.0 and 0.0 if necessary. When you convert back to 32 bit color, the image will probably not show the artifacts found in the simply blended version. You can achieve the same results by using a higher precision framebuffer in a 3D card, be it 64 or 128 as some people are suggesting.

    While the human eye is only capible of seeing about 10 million colors (I think that's the right number?), 16.7 million plus an alpha channel isn't enough when you do too many blends simply because each blend lowers your precision.

  17. Re:A difference no-one mentioned by spitzak · · Score: 2
    Hate to rain on the OpenGL parade, but this has not worked with any DRI version of XFree86 I have seen in quite awhile. This is from a Linux box to an Irix server, vice-versa, and between two Linux boxes. I would think it is quite technically possible but it does not appear there is enough interest and software rot has set in.

    Also GLX (or whatever Irix called it when you went between machines) was never very fast. People would always complain to me that their program was slow, and I would discover that they had accidentally rsh'ed into another machine. In some ways it would have been preferrable if it didn't work at all, so people would know immediately not to do that.

    It is too bad but I would have to say this is not a selling point of OpenGL anymore.

  18. Re:OpenGL = Direct3D 8.1 by UberLame · · Score: 1

    It should be pointed out that in DirectX, there is one standard way to do it, but if that standard doesn't exist, then it can't be done.

    OpenGL is more flexible in this way. The only problem is that some things need to be migrated from vendor to multi vendor extensions faster. As soon as both Nvidea and ATI have a new feature, it is time for the Gl commitee to hammer out an initial draft for a multi vendor extension I think.

    --
    I'm a loser baby, so why don't you kill me.
  19. Apple by mr100percent · · Score: 3, Insightful

    Microsoft will support it eventually in a year, as they want DirectX more. Apple will probably have it on MacOS X by the end of the year, while Linux will be a somewhere in between.

    1. Re:Apple by da+groundhog · · Score: 1

      you can map MAC addresses to ip's with dhcp -- thus a static ip

      --
      "...through this door all my dreams come realities, and all my realities become dreams..."
    2. Re:Apple by mr100percent · · Score: 1

      Since when is DHCP not dynamic? Sure you could have a block of static IPs shared thru DHCP, but the emphasis is that it could change on restart.

  20. Great by jfedor · · Score: 0, Offtopic

    That makes my 2nd ed. Red Book even more obsolete. :)

    -jfedor

  21. I'm calling bullshit on this one by Anonymous Coward · · Score: 0

    So? If you haven't checked, anybody wishing to write software (that used D3D) in a way that is both compatible and doesn't cause any falling back to a software renderer (shudder) will still need to check for capability bits (i.e. does this platform have pixel shaders?) and have a version of the relevant rendering code for each case.

    Besides, things like cubemapping and many other so-called "new features" in the 1.3 spec have been part of the de facto standard for a long time (i.e. most drivers worth using ship with them). The 1.3 spec is more like a "here you go, if you have a good enough driver you can market it as 1.3 compliant" gesture on the part of the OpenGL ARB than anything else. It only yanks the minimum supported functionality level higher; the extensions have been around for a long time.

    At least in OpenGL, some of the extensions tie in cleanly with others, i.e. you don't have to change everything in order to use paletted textures (just the call to glTexImage2D, actually, and a check for the paletted texture extension [which I hope they've moved into the 1.3 spec, finally]).

  22. Re:Open GL is Dying by Socratis · · Score: 1

    Perhaps there are four times as many posts about directx because the people writing using directx are not bright enough to figure out the basics on their own?

  23. Re:A little bit offtopic but... by entrigant · · Score: 2, Funny

    Ahhh transgaming, another big idea with a very inactive CVS.

  24. Re:The funny bit... by Anonymous Coward · · Score: 0

    I play Quake 3 in 32 bit color, don't you?

  25. Re:The funny bit... by UberLame · · Score: 1

    That is somewhat true. However, when I set my desktop to 32bit color, where are these alpha chanels being used? Maybe if windows or linux supported truly transparent windows we would be using 32bit color, but for the most part those extra 8bits might as well be padding.

    I heard somewhere that Photoshop can use a 32bit display to accelerate redraws of multilayer images (letting the hardware sort out the transparency). It would be possible using say OpenGL, but I'm not that windows will do this, even in 32bit mode. I really don't have any clue about whether or not the mac would.

    --
    I'm a loser baby, so why don't you kill me.
  26. Re:Yeah, D3D is better at what it does by Metron · · Score: 1

    Because it doesn't run on MAC ? Or Linux ?

  27. Re:The funny bit... by Anonymous Coward · · Score: 0

    Division is multiplication. Much as subtraction is addition. And your example isn't done very well; it should be:

    (120*30)/(50*2) = 36 or
    (120*30/50)/2 = 36.

  28. Re:Open GL is Dying by Anonymous Coward · · Score: 0

    ... (And BTW, it's hilarious)

  29. Re:Caucasian Jeans by Anonymous Coward · · Score: 0

    No shit you're White. Even Blacks don't jump to their own defense the way a guilt-ridden honky like you will.

  30. I'm can't wait by briggsb · · Score: 5, Funny

    Until the specs support this kind of functionality.

    1. Re:I'm can't wait by Lizard_King · · Score: 1, Offtopic

      OT: Seems to me like this is where you get all your material.

      Blowing karma for originality.

      --
      "My mother never saw the irony in calling me a son-of-a-bitch." - Jack Nicholson
    2. Re:I'm can't wait by Nate+Fox · · Score: 2, Interesting

      Actually, this isnt too far off. ABC News had an article about Sony cams with 'night vision' and a filter, and can (kinda) see through clothes.

    3. Re:I'm can't wait by Count · · Score: 0

      I guess that would be Direct Double D's

  31. Re:like deja vu all over again by pgpckt · · Score: 2

    This is hilarious. The articles are within 2 posts of each other on the developers page. LOL!

    --
    Lawrence Lessig is my personal hero.
  32. Re:What about pro apps, i.e. Maya? by Anonymous Coward · · Score: 0

    Profesional gfx tools tend to be developed for commercial unix as well as windos. That means OpenGL. OpenGL also has FORTRAN and pure C bindings - so it's used for scientific visualisations, not everyone likes to code in ms-bastardized C++.

    OpenGL is also designed for large triangle counts, and that's what's needed for professional work. Games, the main target of D3D, use lower poly counts, but rely on lots of texturing.

    Also, gfx pros are tending towards MacOS X - which has sweet OpenGL.

  33. Re:The funny bit... by Lussarn · · Score: 3, Interesting
    I for one can't tell 24bit colour from anything higher

    When it comes to 3D you and everybody else can, thats because 24 bit color only has 8bit integer precision/color. With todays games evry pixel on the screen is rendered from many textures, lightmaps, bumpmaps etc. This gives errors when there only is 8 bit precisions.

    John Carmack (Id software) have stated that more precicion is needed on future GFX cards.

    Consider this
    In floatingpoint math.
    120/50*30/2 = 36
    In integer math that answer would be 30 (calcing from left to right)

    From what I understand the cards nowadays uses integer math.

  34. The funny bit... by Papa+Legba · · Score: 2, Insightful

    If history is any judge in 10 years from now we will not be able to believe that we watched such crappy specs and liked them.

    Gamer 1 " Good god this quake 3 is SUCH 24 bit color, how could they stand it?"
    Gamer 2 "Totally!"

    --
    Papa Legba come and open the gate
    1. Re:The funny bit... by Grayraven · · Score: 1

      Actually, in the case of 32bit color, the 8 added
      bits aren't actually used for anything else than padding. Atleast when just running a desktop.

      --
      "Source... The Final Frontier" -- keepersoflists.org
    2. Re:The funny bit... by keesh · · Score: 2, Insightful

      More likely to be resolution... I for one can't tell 24bit colour from anything higher, but I sure can tell the difference between 640x480 and 1600x1200...

    3. Re:The funny bit... by Anonymous Coward · · Score: 0, Informative

      There's no visual difference between 24 and 32 bit colour. Zip. zilch. 32-bit mode is faster, and 24-bit mode uses less memory, but that's *it*.

    4. Re:The funny bit... by frankmu · · Score: 2, Funny

      yeah, my mother-in-law likes to play freecell on her computer at 640X480 on the 17 inch monitor that i bought her

      --
      Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony.
    5. Re:The funny bit... by Illume · · Score: 1


      Your hardware probably uses 32bpp during calculations because it's faster that way.
      But if your graphic-card isn't very exotic it only uses 24bpp to actually display a colour and eight bits are ignored.

    6. Re:The funny bit... by YeeHarr · · Score: 2, Informative
      Actually the extra 8 bits are used for alpha.

      Alpha is one way to do the smoke/fog effects.

      Alpha is the transparency of a material/texture.

    7. Re:The funny bit... by Anonymous Coward · · Score: 0

      Given how gamers talk whilst online, I'd say that they've already become 20 times worse.
      Hell, at least Valley Girls tends to be slightly literate.

    8. Re:The funny bit... by AJWM · · Score: 2

      Depends on the encoding scheme.

      The Cineon format sometimes used in digital film work (compositing, etc) uses 3 10-bit channels using a logarithmic scale. Depends what your ultimate display medium will be.

      --
      -- Alastair
    9. Re:The funny bit... by Kwikymart · · Score: 2, Funny

      So, you mean all gamers are going to become valley girls in the future?

      --

      Buying a Dell computer is equivalent to dropping the soap in a prison shower.
    10. Re:The funny bit... by UberLame · · Score: 1

      OK, in profession circles, we don't say 24bit, we say 8bit (ie, 8bits per chanel, 3 chanels).

      Anyway, if we can't tell the difference between 8bit color and higher color depths, then way to so many professional video rigs record and play back in 10 bit color, and why was Shrek recorded to film in 16bit color?

      The answer is that when an image emphasizes one color over another, banding can occur. Also, it isn't hard to find instances where detail was compromised by contrast in digitial images. Looking around on the sections about digital cameras on www.photo.net will discuss this issue somewhat.

      --
      I'm a loser baby, so why don't you kill me.
    11. Re:The funny bit... by Grayraven · · Score: 1

      Yes, but the color space of the framebuffer is still 8 bits of red, green and blue. 24 bits.

      --
      "Source... The Final Frontier" -- keepersoflists.org
    12. Re:The funny bit... by Milican · · Score: 2

      32-bit color is actually 24-bits of color with 8-bits of alpha blending. Don't know why I bothered answering an AC, but what the hell. JOhn

    13. Re:The funny bit... by Anonymous Coward · · Score: 0

      Your example isn't all that great...to get the proper answer it just has to be reordered:

      120*30/50/2 = 36 with integers.

      Divisions should always be done last.

  35. Re:No one can. by Penrif · · Score: 1

    Ummm. no one can. 32 bit color and 24 bit color both use 8 bits for red, green, and blue.

    Well, and even if 32 bit used more bits for each color, 24 bit already stores more colors then us mere humans are able to see (typically).

  36. Re:Open GL is Dying by Anonymous Coward · · Score: 0

    lots of movie graphics are now done in linux as well as SGI. a much bigger market. shiznit.

  37. Re:OpenGL Death: This is not such a sad thing by Anonymous Coward · · Score: 0

    Yes, and communication would be so much easier if we all just spoke English. And there would be so much more efficiency in car plants if we all drove a red Ford Taurus. And, and, and...

  38. Hmm. by citizenc · · Score: 2, Redundant
    2001-08-14 19:23:44 OpenGL 1.3 Specifications Released (articles,graphics) (accepted)
    *Twitch*
  39. Re:Look at that list... by Eviltar · · Score: 1

    can't remember what pissed him off about D3D

    I think he started favoring OpenGL in the days of Quake 1, about the time of the appearance of the Voodoo 1. To support that card (and future accelerators, of course), he attempted to port the Quake software renderer to both OpenGL and DirectX.

    He succeeded with OpenGL in a single weekend. With DirectX, however, the API at the time (DirectX 1.0? 2.0?) was crap, or it was poorly documented. So he gave up on it.

    I don't really know why he still doesn't use DirectX. Maybe he's just being consistent :)

    --

    -----
    Obviousness is always the enemy of correctness. -- Bertrand Russell
  40. No, nVidia drivers give you all the features... by Otis_INF · · Score: 2

    That's the horrible thing in OpenGL land: you have to check out extensions, lookup what do they do, look in crappy written PDF files how to use 'em. And then find out that feature isn't implemented AT ALL on other cards. Like register combiners, or the nvidia proprietry shader extensions. If you use 'em in your code, forget it on an ATi board. It's nice nVidia's engineers thought they rule the world and have implemented the features in OpenGL anyway, but in the long run, it only hurts them: there is no consistent model for f.e. register combiner functions or vertex/pixel shaders in OpenGL: for each vendor you have to dig deep in the vendor's extensions docs. And I can tell you: that isn't funny anymore. Ever tried to look up a decent 2 page doc that describes nicely and without presentation sheets from Marketing how f.e. cubemapping has to be implemented? Thankfully there is now an ARB extensionset that does this. But don't expect from nVIdia they'll give you a nice document that describes it nice and easy. Like the d3d docs.

    --
    Never underestimate the relief of true separation of Religion and State.
  41. Hehe, yeah Homeworld rocks. by PigeonGB · · Score: 1

    I have a GeForce2 GTS 64MB DDR RAM, and I love the way Homeworld: Cataclysm looks. Everything is so smooth and beautiful.

    --
    I have 3656.9 Bogomips. How many Bogomips do you have?
  42. OpenGL was, is, and will be here. by dnaumov · · Score: 1, Interesting

    And the reason ? It's the API of choice for John Carmack, the main programmer of Quake, Quake 2 and Quake 3: Arena. YES, you can find DirectInput code in Quake3, but can you find a SINGLE LINE of D3D code in ANY of games coming out of ID Software ? No chance in hell.

    Then, there's this very nice company called EpicGames. It created Unreal and Unreal Tournament (while trying to push Glide) and are now doing Unreal Warfare. These guys provide nice competition to ID Software and YES, they use Direct3D. Now take a modern computer with an NVIDIA card (chances are you already have one anyways) and play some Quake2 and Quake3...See the framerates ? OK... Now start up Unreal/UT, select D3D as the renderer and...do I really have to tell you how low will your FPS go ?

    Start-up Half-Life, the most popular online 3D FPS game at the moment (due to CS), try switching back and forth between the OpenGL and D3D renderers and compare the framerates. I know some of you are going to scream that HL is based on the Quake engine, etc, but just to let you know, only 20% of the HL engine code come from Quake.

    1. Re:OpenGL was, is, and will be here. by dnaumov · · Score: 1
      Unreal Tournament is limited by the CPU, not the graphics card...

      BS. Every 3D game out there nowadays is limited by both. Lots of RAM will help you run UT better, so will a graphics card, the CPU comes 3rd. When it comes to many other games, both the CPU and the graphics card are equally important. I am yet to see a modern game that actually relies more on the CPU then on the video card, this doesn't mean that the CPU can't be a bottleneck though.

    2. Re:OpenGL was, is, and will be here. by spectecjr · · Score: 2, Informative

      Then, there's this very nice company called EpicGames. It created Unreal and Unreal Tournament (while trying to push Glide) and are now doing Unreal Warfare. These guys provide nice competition to ID Software and YES, they use Direct3D. Now take a modern computer with an NVIDIA card (chances are you already have one anyways) and play some Quake2 and Quake3...See the framerates ? OK... Now start up Unreal/UT, select D3D as the renderer and...do I really have to tell you how low will your FPS go ?

      The fact is, the renderer in UT produces much better looking results than in Quake, and is designed for larger maps too. It also handles mirrors, etc. much better. It even has procedural texturing built in. So this isn't a valid comparison; UT runs slower because it does MORE. (And looks better for it)

      Start-up Half-Life, the most popular online 3D FPS game at the moment (due to CS), try switching back and forth between the OpenGL and D3D renderers and compare the framerates. I know some of you are going to scream that HL is based on the Quake engine, etc, but just to let you know, only 20% of the HL engine code come from Quake.

      Clue; most of that 20% is the RENDERING CODE, which is still largely OpenGL based. They have a wrapper layer between OpenGL and DirectX for the DirectX output. That's where the slowdown comes in. (For example, surfaces don't have to be decomposed into triangles in OpenGl; in DirectX they have to be... and in HalfLife, none of the surfaces are decomposed into triangles by preprocessing the data - which is why it's slower; OpenGL drivers are optimized for this kind of work... but they're doing the conversion themselves).

      Simon

      --
      Coming soon - pyrogyra
    3. Re:OpenGL was, is, and will be here. by dnaumov · · Score: 1
      Clue; most of that 20% is the RENDERING CODE, which is still largely OpenGL based.

      Guess what ? You're wrong. Valve has explicitly stated that the majority of this 20% is actually Quake's network code (mainly QW code). When you look at the HL rendering "skeleton", it's Quake-based, but there's only a "quake feel" to it, the majority of Quake's rendering code was replaced by Valve's own.

    4. Re:OpenGL was, is, and will be here. by Rothron+the+Wise · · Score: 2

      Then, there's this very nice company called EpicGames. It created Unreal and Unreal Tournament (while trying to push Glide) and are now doing Unreal Warfare. These guys provide nice competition to ID Software and YES, they use Direct3D. Now take a modern computer with an NVIDIA card (chances are you already have one anyways) and play some Quake2 and Quake3...See the framerates ? OK... Now start up Unreal/UT, select D3D as the renderer and...do I really have to tell you how low will your FPS go ?

      I really wish that people like you would stop talking about things you know nothing about. Unreal Tournament is limited by the CPU, not the graphics card because it uses a slow visibility-determination-scheme that favorizes its software renderer. Remember that UT is based on Unreal which was in development long before 3D Hardware came about.

      It's NOT slow because of D3D, as the next version of the engine (where this issue is fixed) will prove.

      Even Carmack will tell you that.

      --
      A witty .sig proves nothing
  43. Implementation by Midnight+Thunder · · Score: 4, Insightful

    Now that we have the specs, how long before we can expect implementations that actually take advantage of them?

    As to this issue of Direct 3D having a bigger feature set et al., this is only a worthy argument if we are talking MS-Windows. Outside of the Windows platform Direct 3D means nothing, since it isn't available there. OpenGL is currently the only cross-platform solution worth mentioning (please correct me if there is another). IMHO, the SDL game API made the right move in using OGL for it graphics, since the last thing we need is yet another graphics API that is just about supported. Maybe one thing that will help OGL, especially in games, is if more noise was made about it.

    --
    Jumpstart the tartan drive.
  44. Exactly by BradleyUffner · · Score: 2

    But what I was trying to say is that when you a 32bit bitmap, and a 24bit bitmap, and you display them on a display set to 32 bits you will see the exact same image as if you displayed them on one set to 24 bits. Of course when you are doing image blending you ned more depth for each color, but that isn't really what's ment by 24-bit color and 32-bit color, that's just how the math is done. The bit depth of 24 or 32 bit colors means nothing to how the image is actually displayed in teh end. just as to how it's calculated if you do blending and other stuff on the way to the screen.

  45. But is that good enough? by throx · · Score: 2

    Thanks for the great reply.

    You are right. Microsoft isn't a hardware vendor. They are a software vendor which is simply the other side of the API. There is no good argument that an API should be specified by either side, so long as it is done in consultation with the other.

    I agree that using DX is trusting Microsoft to do the "right thing" by hardware companies, but I'd also argue that it is well within their interests to do just that. If they invent a spec that just sucks then they are only harming their own APIs acceptance by the game industry as a whole - hardware and ISVs. Microsoft has been very fast to incorporate the latest hardware advances in DX and to work closely with the hardware vendors to ensure they converge on an interface that is manageable and uniform.

    Remember DX8 has been available to ISVs for over a year now, even long before the nVidia specs on the GF3 were available. DX certainly gives you the time advantage over OpenGL. Waiting for the ARB spec to come out isn't the best solution for a game designer who wants to get their game using the latest hardware as soon as possible. A game developer who wrote to the DX8 spec could be sure their game will have life on the top level cards produced by all hardware manufacturers simply through MS's weight in the marketplace.

    I'll happily grant that the OpenGL extensions for the GF3 are going to be much more closely aligned to the hardware than DX8 pixel shaders are. I'd expect that to be the case seeing they are vendor designed extensions for their own chipset.

    What it seems to come down to if you want the latest and greatest hardware support in your software (assuming you are a Windows-only designer) is to either support the latest DX and trust Microsoft to have the weight to pull the hardware designers into line (a pretty sure bet), or support OpenGL vendor extensions and hope the vendors don't change them, implement different ones or settle on a totally different ARB extension and write different code for each card you plan to support.

    It makes DX very attractive if you are a Windows developer, especially given the fact you are almost certainly using other DX components to handle audio, input and force feedback.

    --

    Fear: When you see B8 00 4C CD 21 and know what it means

    1. Re:But is that good enough? by throx · · Score: 2

      I wasn't aware the Radeon had problems with DX8. Can you send me a URL so I can read more on this?

      --

      Fear: When you see B8 00 4C CD 21 and know what it means

    2. Re:But is that good enough? by spectral · · Score: 0

      Maybe DirectX 8 is around for developers to play with and being expanded on, but that doesnt mean it's constant. I know ATI got fucked on the shaders since the spec changed in DX8 from what it was agreed on, so the Radeon didn't support them properly. Thanks Microsoft. Now, we have to wait until DirectX 8.1 is available (with Windows XP, or until it's backported) until we can get any new extensions. They might be quick to add stuff in there, however.. OpenGL lets you add your own stuff in there, providing better optimized, more specialized access to your hardware, and it's available when you want/need it, not when/if microsoft decides you want/need it.

  46. Re:Um... by be-fan · · Score: 3, Insightful

    Microsoft says "Okay, do it this way".
    >>>>>
    Is this really such a *bad* thing? K & R wrote the UNIX API and said "do it this way." Is anyone complaining? IEEE standardized the API into POSIX and told people to "do it this way." POSIX is perhaps the most successful OS API in history. Somtimes, a nice standard is just better than some additional freedom (especially when that freedom is for hardware developers, which aren't highest on my ethics list).

    --
    A deep unwavering belief is a sure sign you're missing something...
  47. I hate pdf! by fluor2 · · Score: 1
    why do they use PDF? its impossible to read on screen, and printing pollutes the environment!

    .:[ Stop using PDF! ]:.

    Use HTML or something you ppl!

    Slogan: Stop nVidia from blocking 3dfx completely!

  48. Re:Look at that list... by WWWWolf · · Score: 2
    He succeeded with OpenGL in a single weekend. With DirectX, however, the API at the time (DirectX 1.0? 2.0?) was crap, or it was poorly documented. So he gave up on it.

    3.0, as far as I know... the original story can be found from many places (here, for instance - look at the appendix in the end).

  49. Re:Extensions vs Core by .pentai. · · Score: 2, Interesting

    That's what ARB extensions are for.
    Standardized extentions which aren't necessarily part of the spec, but, they work the same accross implementations. I don't think it'll be too long before we see some sort of standardized shader extension. But then, if you have to write microcode for the vertex shaders etc. then don't you have to do that over anyways unless the cards are binary compatible with their shader processors. I don't know about you, but I wouldn't trust DirectX to take my optimized per-vertex code and translate it to a different shader language set.

    ...but then what do I know :P

  50. No one can. by BradleyUffner · · Score: 3, Informative

    Ummm. no one can. 32 bit color and 24 bit color both use 8 bits for red, green, and blue. The extra 8 bits are used for alphablening or just to align the color to something the computer can copy faster. With 3d cards the bit depth is important because of the way colors are combined with textures and all kinds of funky stuff, but after all the rendering is done 24 bit and 32 bit are exactly the same.

  51. Re:Yeah, D3D is better at what it does by Anonymous Coward · · Score: 0

    ARB_
    EXT_

    moron. learn to code before you speak.

  52. Re:Open GL is Dying by Anonymous Coward · · Score: 0

    Hahaha. And those who try to run a business without asking "Who is the market leader" end up sitting in a dark room with their Betamaxes and Amigas ranting to themselves about the injustice of it all. And then they go to their new job and ask "Do you want fries with that?"

  53. you missed it by twitter · · Score: 1

    someone who does not like that leet taco would miss the story if tiny tim did not post it, and vice versa. Duplication is not as bad as missing things.

    --

    Friends don't help friends install M$ junk.

  54. A little bit offtopic but... by stikves · · Score: 4, Informative
    Some people claim the death of opengl, while others want the community to keep it alive.

    But the "evil" API Direct3D is already (mostly) available for Linux. Haven't you heard of trasgaming (http://www.transgaming.com/)?

    They are currenly working on D3D port to WINE.

    (If you don't know, their license is not fully "free", but they will make it "free" when they get enough "support".)

    [ By the way, I don't think opengl will die anytime soon. Because "serious" graphics work is not only "games". have you used SGI? they do not support D3D or whatsoever ]

  55. Re:OpenGL = Direct3D 8.1 by BigJimSlade · · Score: 1

    SDL's 3D code is just a wrapper around OpenGL for whatever platform you're using, if I'm not mistaken. So the 'future' that you point out is wrappers for OpenGL?

  56. Plagiarism alert! by BlowCat · · Score: 1

    It's the comment from the previous story. The first reply is from the same story.

    1. Re:Plagiarism alert! by MessiahXI · · Score: 1

      He even said "Please ignore my previous AC post" in the comment you linked to.... chill out.

  57. Re:openGL 1.0 is more advanced than Direct3D 8 by PRESIDENT+BUSHCLIT · · Score: 0

    hahaha! Sure, send 10 or 20x the data down the pipeline. That'll work great on PC architecture!

  58. Re:What about pro apps, i.e. Maya? by Captain_Frisk · · Score: 1

    3dstudio max is better in open gl not because gl is better than direct3d, but because the developers coded it better for that api. Here, the developers chose opengl, and as a result, those of us who want to use direct3d suffer.

  59. What about pro apps, i.e. Maya? by lowe0 · · Score: 1

    last I checked, 3ds max 4.0 is pretty shitty in D3D. Yes, I've tried both on a GeForce 2.

    MAX is soooo much better on GL. I've never tried HEIDI or other such. I wonder what Maya would run like in D3D? Not so well, I imagine.

  60. timmothy != taco by twitter · · Score: 1

    Not everybody reads posts from all authors.

    --

    Friends don't help friends install M$ junk.

  61. Um... by Penrif · · Score: 5, Informative

    Give OpenGL some credit here. In some ways, it's D3D that has to catch up. Here's how it was discribed to be by a Very Smart Person who works with nVidia a lot. nVidia comes to Microsoft saying "we want these features", Microsoft says "Okay, do it this way". The engineers at nVidia get frustrated about being limited by Microsoft's model and implement new features anyway and put them in OpenGL extensions. So, D3D has a better spec (arguably), but OpenGL has access to all the features.

    1. Re:Um... by Anonymous Coward · · Score: 0

      Cygwin? Try MS Interix which is actually certified POSIX (unlike Linux, Be, AtheOS, Hurd, and MacOS X).

    2. Re:Um... by LegendLength · · Score: 1

      It is true what you say but it's not a proper analogy in this case as DX a closed standard owned by a monopoly notorious for using standards in a very destructive way to the community.

    3. Re:Um... by be-fan · · Score: 2

      Umm, the UNIX API isn't garbage, the garbage is some of the stuff that has evolved around it.

      As for POSIX complience, Windows 2000 (Cygwin) Linux, BeOS, AtheOS, Hurd, and MacOS X will run 99% of all (non-GUI) POSIX software out there. I'd say that that's pretty damn successful.

      --
      A deep unwavering belief is a sure sign you're missing something...
    4. Re:Um... by Compuser · · Score: 1

      Yeah, I was debating with myself whether to put
      garbage in quotation marks but decided that the
      meaning was clear enough anyway. Apparently not.

      Anyhow, you do reinforce my point. Both Unix and
      Posix were slighlty modified by vendors and
      engineers. People don't like to just follow what
      some guy (or 800 lb gorilla) says, they like to
      tweak.

  62. wha? by Atrophis · · Score: 1

    OpenGL is as good if not better then Direct3D.
    think about it, OpenGL spec has not changed in how long and what kind of games are being produced with it? ... quake3, doom3, tribes2.
    basically all the best. im not a graphics programmer, but i think its safe to say something is good when the best choose it.

    --

    i cant seem to come up with a sig.
  63. Re:Yeah, D3D is better at what it does by Glonk · · Score: 0
    OpenGL requires developers to code a certain feature a few times to cater to the different extensions (NV_blah, ATI_blah, S3_blah, etc), while D3D does it with one call.

    It's OpenGL that requires more code and causing headaches...

  64. SGI is dead. by Anonymous Coward · · Score: 0

    The only thing that can save them is by implementing Direct3D on their system to get more main-stream customers. Sucks, don't it?

    1. Re:SGI is dead. by Anonymous Coward · · Score: 0

      hmm i think he was talking about movies and stuff, wich are now being done on linux I dont think they use D3D

  65. Berlin and OpenGL by konmaskisin · · Score: 1

    http://www.berlin-consortium.org/

    OpenGL, CORBA and Unicode display server ....

    We'll all be writing 3D super life like games in Python in a while ...

  66. This is a job for the ARB by marm · · Score: 4, Interesting

    If you go with OpenGL you have to write your program for each different vendor extension that comes out. Honestly, what are the chances of ATI or PowerVR ever supporting NV_texture_shader or NV_texture_shader2?

    I'd put the chances quite high if it's a decent spec. Perhaps it might not be called NV_texture_shader in a year's time, it'll be ARB_texture_shader, and as an ARB-mandated extension will end up being supported by every sane driver with the required hardware support. You can bet that the NVidia drivers will still support the old NV_texture_shader as well though.

    This is the way the OpenGL spec grows. Manufacturers are free to go ahead and implement whatever features they'd like or need in OpenGL, and they implement them as vendor-specific extensions. If someone else needs that functionality for their driver, well, before you know it the vendor-specific extension will become ARB-mandated, and probably pored over and refined a little by all the OpenGL board in the process - a board which consists of all the major 3D hardware and software manufacturers. Shortly after, most drivers will support that. Eventually the ARB extensions will probably be integrated into the next OpenGL base spec, as just happened with OpenGL 1.3.

    So, there's no one single vendor controlling the spec. 3D vendors can be as creative as they want. Only if a feature becomes used on several different 3D architectures does it become a standard. Your code will continue to run fine on architectures where you used the vendor-specific extensions, as the vendor will almost certainly keep the original functionality around indefinitely as well as supporting the ARB-mandated version of it. If you want, you can go back a little later and use the ARB extension instead in your code, and the functionality becomes available to everyone.

    By using DX8 instead of OpenGL you know that effects designed for the NVidia pixel shader will magically just work on the next-generation Radeons. At the same time, you're handing over control of the whole API to Microsoft, which does not make 3D chipsets, and you're stuck with their idea of how the pixel shader ought to work, as opposed to an API for it designed by the company that makes the chipsets, and then later (if it's successful), reviewed and revised by everyone important in the industry. I won't even start on the cross-platform issues.

    Your choice.

    1. Re:This is a job for the ARB by spectecjr · · Score: 2

      By using DX8 instead of OpenGL you know that effects designed for the NVidia pixel shader will magically just work on the next-generation Radeons. At the same time, you're handing over control of the whole API to Microsoft, which does not make 3D chipsets, and you're stuck with their idea of how the pixel shader ought to work, as opposed to an API for it designed by the company that makes the chipsets, and then later (if it's successful), reviewed and revised by everyone important in the industry. I won't even start on the cross-platform issues.

      Actually, it's devised by several companies that make chipsets, who Microsoft works with closely to ensure that (a) desired, and (b) feasible.

      --
      Coming soon - pyrogyra
    2. Re:This is a job for the ARB by marm · · Score: 2

      Actually, it's [DX8 API] devised by several companies that make chipsets, who Microsoft works with closely to ensure that (a) desired, and (b) feasible.

      So how do you explain the fact that the DX8 pixel shading API doesn't support everything the GeForce3 does? Surely if Microsoft had really worked that closely with NVidia there would not be this difference?

      Or perhaps Microsoft dumbed down the API to only support what it thought would be common features to all procedural pixel shaders?

      Either way, it sure doesn't sound like NVidia designed it.

      Remember, no matter who is involved with Direct3D, in the end, the only entity actually controlling it is Microsoft. They have the last word on what goes in and what stays out. They're the people who write and distribute the code that forms the DX8 APIs. If they don't like it, you don't get to use it.

      With OpenGL, the people with the real power are the developers of end-user software. It's them who get to decide what vendor extensions to take or leave, not Microsoft. Further down the line, once an extension becomes popular... well, every OpenGL ARB member has the same rights as every other regarding choosing what becomes part of the standard spec.

      I thought most of us had decided that governance by consensus amongst equals was superior to dictatorship?

  67. Open GL is Dying by Shoeboy · · Score: 0, Funny

    We should all keep in mind this simple truth: OpenGL is dying.

    You don't need to be Kreskin to predict OpenGL's future. The hand writing is on the wall: OpenGL faces a bleak future. In fact there won't be any future at all for OpenGL because OpenGL is dying. Things are looking very bad for OpenGL. As many of us are already aware, OpenGL continues to lose market share. Red ink flows like a river of blood.

    Let's keep to the facts and look at the numbers.

    Famed OpenGL using developer Jon Carmack states that there are 7000 delopers that are users of OpenGL. How many users of DirectX are there? Let's see. The number of OpenGL versus DirectX posts on Usenet is roughly in ratio of 1 to 4. Therefore there are about 7000*5 = 35000 DirectX users. OpenGL on Linux posts on Usenet are about half of the volume of OpenGL on Windows posts. Therefore there are about 700 developers using OpenGL on Linux. A recent article put OpenGL on *BSD at about .008 percent of the graphics library delopment market. Therefore there are (7000/100)*.008 = .56 OpenGL on FreeBSD developers. This is one guy working in his spare time and consistent with the number of OpenGL on FreeBSD Usenet posts.

    Due to the troubles of SGI, abysmal sales and so on, SGI is getting out of the graphics business and becomming a low end intel box vendor. SGI is still dying and the corpse of OpenGL will soon be turned over to another charnel house.

    All major surveys show that OpenGL has steadily declined in market share. OpenGL is very sick and its long term survival prospects are very dim. If OpenGL is to survive at all it will be among games hobbyists, dabblers, and dilettantes. OpenGL continues to decay. Nothing short of a miracle could save it at this point in time. For all practical purposes, OpenGL is dead.

    --Shoeboy

    1. Re:Open GL is Dying by tchristney · · Score: 1

      Could also mean that D3D is more difficult to use, hence the 1:4 ratio of Usenet posts, or that DirectX does more than just graphics. Not that one would expect anything but a fundamentally flawed analysis in an obvious troll.

    2. Re:Open GL is Dying by Mongoose · · Score: 2, Funny

      Hahaha, if you believe those trolls actually produce product then I want to sell you some 'warm' land in russia. APIs don't have market share or profits. That's the problems with kids raized on MS products. They ask "Who is the marker leader?" when they should ask "Who has the best solution?".

      Please grow up, before you anger the real developers.

    3. Re:Open GL is Dying by Bilestoad · · Score: 2, Insightful

      APIs do have market share, and it's an ever-ascending spiral once one gets entrenched. If I want my game to take advantage of that huge installed base of nvidia and ATI cards then I write for DirectX. If I want my new video card to produce good benchmarks with popular games (and therefore sell) then I work hard on the DirectX support and windows drivers. OpenGL is just an afterthought.

      In the ruthlessly Darwinist gamer/graphics market the answer to "who is the market leader" and "who has the best solution" is usually the same, as long as you consider that "best solution" does not mean "most sensible and powerful API". From a developer's point of view OpenGL may very well be better but it just isn't where the money is.

      (And BTW, I am not the author of the parent to which you replied. That's a not-even-thinly-disguised recycled anti-BSD troll.)

    4. Re:Open GL is Dying by Anonymous Coward · · Score: 0

      Wow! How original! yaknow; your incisive observations here could be applied to other OSen, too... :)

    5. Re:Open GL is Dying by Anonymous Coward · · Score: 0

      I love it, people still bite on this crap

  68. Come on! by SpanishInquisition · · Score: 3, Redundant
    --
    Je t'aime Stéphanie
  69. drooool... by TechnoVooDooDaddy · · Score: 2, Informative
    DX8 was nice and feature rich to be certain, but that still didn't stop companies like NVidia from putting extensions into OpenGL to accomplish the same things..

    NVidia OpenGL bad-ass extenstions

    NVidia DX8 SDK

    both contain very similar stuff you'll find i think, and I've always found OpenGL to be a better interface anyway. DX8 is night and day better than DX7 or before, but still carries a bit of the bloat around the middle that DirectX is famous for...

  70. about OpenGL 1.2... by evilpaul13 · · Score: 2, Insightful

    It still (after what about three years?) has yet to make it into WindowsNT/2000. I don't think MS is going to take this opportunity to update their ICD with all those Professional/CAD-like plane extensions that are rumored to be getting incorporated into DirectX 9.

  71. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

    Not without OpenInventor.

    Adding your own C++ wrappers around OGL blows, and most games written today use OOP. Time to move into the future. Use DirectX or SDL.

  72. Re:Catch up to what? - DX8 does break DX7 games by sminra · · Score: 1

    Folks, Just because you've had luck with DX8 doesn't mean it doesn't break some DX7 apps on some systems. Do a web search
    Frankly, I don't need Windows or DirectX 8 to live a rich and fulfilling life. In fact, I find I'm much happier without them.

  73. A difference no-one mentioned by Mandelbrute · · Score: 1

    OpenGL can be used over X, and displays appropriately for the hardware you have at the recieving end. This is an important factor with any professional 3D software - not just rendering stuff, but CAD as well. If you want to run something on a big box or collaborate with others, you'll want to be able to do things remotely. I was running fairly involved stuff on an SGI Powerchallenge and displaying it on a pentium 75 box with a video card that could have been a lot better.

    What would be great would be team based 3D game under X that gives you little windows showing the point of view of the others on your side, just like the views from the marines's cameras in "Aliens." With OpenGL it wouldn't be too much of a hassle to export the views from each machine and re-scale them.
    A very important feature would be for the screens to go to static as each team member goes down :)

  74. COMPLETE BULLSHIT by PRESIDENT+BUSHCLIT · · Score: 0

    I can run DX1 games still on Win2K/DX8 no problem.

  75. Re:OpenGL = Direct3D 8.1 by MikeTheYak · · Score: 5, Insightful

    Unfortunately, this is a bit like saying, "C++ can do anything D3D 8.X does, given proper libraries and hardware support." The purpose of a standardized API is, well, having a standard. If five different vendors implement extensions for a vertex shaders, each using five different extensions used in different ways, what's a developer to do?

  76. OpenGL Death: This is not such a sad thing by Captain_Frisk · · Score: 0, Insightful

    Sorry Folks, (I'm ready for the mod down)

    This is not a bad thing. While this does not bode well for Linux / MAC users, it does mean good things for the majority of the game playing market -> Windows users.

    Back in the day when 3dfx was the big bad daddy, developers who knew how to code for their card made the decision to only support Glide, and if they supported other APIs, they weren't done as well.

    Deus Ex is probably the best example of this. It was based on the Unreal engine, which had glide as its primary API. In subsequent patches, epic fixed Unreal so that its Direct 3D played well. Ion Storm did not, and as a result, the game runs like ass on my 1.2 with 512 MB ram and GeForce 2.

    Much like modem standards (remember those wars?), user interfaces (sorry, just read someones disertation on why having 12 different window managers under linux is a bad idea), it is not always a good idea to have multiple ways of doing things. If everyone supported Open GL, that would be great. However, todays hardware is written with Direct3D in mind, and it saves work for the developers, as well as making things more consistant for the end user, if everyone would just use it.

    Captain_Frisk

    1. Re:OpenGL Death: This is not such a sad thing by UnknownSoldier · · Score: 2, Informative

      > This is not a bad thing.
      Yes it is. Instead of just writing directly to [OpenGL] api for all 3 platforms (Win32,Mac,Linux), I now have to use a wrapper (assuming you don't support consoles, which not ever game developer can/does.)

      Of course most PC game developers are just using DX so this doesn't effect them AT ALL.

      > it does mean good things for the majority of the game playing market
      Gamers don't care which (graphics) API a game uses.

      > However, todays hardware is written with Direct3D in mind,
      That's not true. The GeForce cards expose more of their functionality under OpenGL then D3D.

      I believe you mean "the majority of today's PC hardware have better support on D3D then OpenGL." And, yes, you are right.

      The point is, though, that even if OpenGL was vanquished tomorrow, us game developers STILL have to support at LEAST *3* API's: One on PC (X-Box), PS2, and Gamecube. (X-Box is basically DX8, but I won't know 100% for sure until we get our dev boxes.)

    2. Re:OpenGL Death: This is not such a sad thing by mandolin · · Score: 1
      Gamers don't care which (graphics) API a game uses.

      Err... unless the card they're using has a great d3d driver and a crap opengl driver, or vice versa. I want to point out matrox as a historical example, but I'm not sure about that (please educate me), and my matrox card works fine under linux.

    3. Re:OpenGL Death: This is not such a sad thing by geekster · · Score: 1

      I agree that having a standard is a good thing...
      But I don't like people having to be forced in to accepting a standard that isn't support by any other operating systems. How is people developing for linux gonna support it?

  77. Look at that list... by lowe0 · · Score: 3, Informative

    2 of those are Carmack games. He loves GL (can't remember what pissed him off about D3D, maybe he'd like to tell us?)

    Tribes2 is multi-API. So are some other biggies (Unreal Tournament comes to mind.)

    1. Re:Look at that list... by Anonymous Coward · · Score: 0

      Oops, the second sentence was cut. Anyhow, it was supposed to say '3DFX cards, even though I like them and my first 3D-accelerator was a voodoo1 (didn't upgrade till '99, when the TNT2 Ultra came out) are not exactly the best performing cards out there.'

    2. Re:Look at that list... by Anonymous Coward · · Score: 0

      multi-platform is the last thing UT is. The engine was desaigned with Voodoo cards in mind, and on a "suggested" box without a voodoo, it runs like crap. Even my 1.4 athlon has trouble when I'm running OpenGL sometimes... And 3drealms's tech people repeatedly claim that openGL is crap. Just a little biased I guess.

    3. Re:Look at that list... by Anonymous Coward · · Score: 0

      Oh really? 3DFX cards, even though I like them and my first 3D-accelerator was a voodoo1 (didn't upgrade till '99, when the TNT2 Ultra came out) What kind of card does your 'suggested' box have, if it has one? UT on my Linux box with a P3 933 and a TNT2 Ultra runs great under OpenGL (that's all I use). Hell, it runs better than on Windows 2000 (DirectX 8 loves either crashing or rebooting my win2k box). Direct3D UT doesn't work on my windows machine at all. Oh and by the way, I know Windows 2000 is not meant for gaming, but it is far more stable and faster than 9x and ME, and if games doen't work on Win2k better than 9x and ME, then they aren't very good games in my opinion.

    4. Re:Look at that list... by Anonymous Coward · · Score: 0

      Maybe he likes crossplatform, well thought out frameworks over proprietary constantly changing lock-in ones.

  78. The Best Part about this is.... by whiteranger99x · · Score: 2, Funny

    More realistic porn action in our favorite 3d shooters :D

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  79. Re:like deja vu all over again by Anonymous Coward · · Score: 1, Insightful
    what's the difference between a "spec" and a "specification" that makes it worth repeating?


    My guess is that it's easier for people skimming the homepage of /. to read. ;-)



  80. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

    Except D3D is way better at what it does.

  81. But does it do shaders? by Anonymous Coward · · Score: 1, Interesting
    Developers now have a card vendor neutral way to access programmable shaders (pixel and vertex shaders) from DX8. But does OpenGL1.3 have anything comparable, or do we have to resort to NVidia or ATI extensions? If that is the case, OpenGL will be hard hit unless a standard vendor neutral extension it added soon.

    Well, it wasn't listed in the "core features" in the press release, so I doubt it.

  82. like deja vu all over again by Proud+Geek · · Score: 5, Informative

    Thanks for the info . That's very informative. Please do tell, though, what's the difference between a "spec" and a "specification" that makes it worth repeating?

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    Even Slashdot wants to hide some things

    1. Re:like deja vu all over again by FortKnox · · Score: 0, Redundant

      This is the second article in a row that they had the article up a few hours ago in another area besides the frontpage (This was in developers, the constants not constant in the science as "evolution of electromagnetism").

      I think they're having a kegger in the /. office today....

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      Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
  83. Cross-platform and "implementations that actua..." by dpilot · · Score: 2

    You apparently are missing the fine points of the term "cross-platform" as found in the Microsoft dictionary. In this context, "cross-platform" means both Win9X family and WinNT family. From what I understand, Win2k now ships with DirectX, so that makes DirectX "cross-platform".

    Now that the Win9X line is scheduled to wither, and the WinNT line is to be the One True Solution with the release of WinXP, the term "cross platform" becomes irrelevant, just like "Office" without the "MS " prefix. Of course at some point in the future, "cross-platform" may need to be resurrected, with the release of the X-Box or WinCE-9.3.

    On a slightly more serious vein...

    The issue of "implementations that actually take advantage" crossed with OpenGL extensions that may differ from vendor to vendor is a bit of a red herring. After all, not all cards are going to have these new whiz-bang features. Someone enlighten me if Direct3D still has the accursed "capability bits" that are under-architected for telling true capabilities, and may leave a game falling back on software rendering without warning - unless the game is 'written to the cards' in the first place.

    IMHO, the newest games will be written to a reasonable common denominator, then with a few extra modes, first to a "better common denominator", and finally to the full feature set of a few of the newest cards. This isn't a "write once, run on any Direct3D with the BEST eye-candy" situation by any means.

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    The living have better things to do than to continue hating the dead.
  84. OpenGL = Direct3D 8.1 by room101 · · Score: 5, Insightful

    I have said it before (yes, an OpenGL troll), and I'll say it again: OpenGL can do anything D3D 8.x does. It just does it in a different way.

    OpenGL uses extensions, so you don't have to rev the version number to add funtionality, you only have to have supporting drivers (and/or hardware).

    That is why OGL hasn't been rev'ed in so long, it didn't need it, so you can provide a stable API for the developers.

    It is just cleaner to have this new stuff "built-in", so they do it every now and then.

    --
    room101 -- how much can you stand before they break you?
    (they always break you eventually)
    1. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 1, Interesting
      The usual evolution of extensions are as follows(given that they are useful extensions):
      Vendor specific extension(NV_ , ATI_, SGI_, etc.)
      Multivendor extension(EXT_)
      ARB extension(ARB_ )

      Then it might be let into the core, if it's really that useful and supported by the companies sitting on the ARB. When the extension hits the EXT_, you can pretty much count on it beeing supported on chips that matter.

    2. Re:OpenGL = Direct3D 8.1 by MasterVidBoi · · Score: 2, Interesting

      I've been considering tinkering with OpenGL graphics for awhile, and I have a small question that someone more experienced than I can answer.

      As said here a bunch of times, OpenGL relies on extensions to expand it's functionality. AFAIK, both NVIDIA and ATI offer these extensions for their cards (as well as a lot of extensions from other developers).

      If both ATI and NVIDIA release OpenGL extensions to support new feature x, is there something that keeps developers from having to implement feature x twice, for each api/card, compared with DirectX where there is one standard way to do it?

    3. Re:OpenGL = Direct3D 8.1 by Wolfier · · Score: 2

      I cannot repeat it enough. OGL uses extensions....yeah, _VENDOR_SPECIFIC_ extensions.

      Until the day we get the extension starting with "ARB" it is not a true extension that everyone can use. I only consider standard extensions to be part of OGL. What's the point of using the extension if it only works for one card, and you'll have to write different code in order to support another card?

      In this aspect, D3D is doing very well - even though some features are supported only by 1 chip today (e.g. pixel shaders), the interface is neutral. It ensures your code will work without even a recompile when a newer card from another company comes out. Can we do it in OpenGL?

      Although I still use OGL, I might not be soon unless *vendor-independent* extensions come out faster.

    4. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

      Psst. The extensions ARE standard. If you have a feature in your graphics chip that can't be fully exploited using the ARB and EXT extension classes, you go and find the appropriate extension in the SGI extension repository and implement it. In the past, revisions to the OpenGL specification have merely made some tried-and-true extensions part of the canonical spec.

      You need to check for capability bits and other stuff in D3D too, so no whining about having to write your code twice if a feature isn't supported. Every system has that.

    5. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

      OpenGL cannot do anything DX8 does.

      Easy example: OpenGL has no way, by either the standard or any existing extension, to be able to save portions of a color/depth surface to an offscreen version. CopyPixels doesn't do it because it copies pixels to user memory and thus is way too inefficient to practical use. The 'buffer region' extension doesn't do it either because every time you use it to copy a region it throws away the previous offscreen region and thus has only very limited usability. This is easy for DirectX and always has been so.

      So there.

    6. Re:OpenGL = Direct3D 8.1 by Anonymous Coward · · Score: 0

      Unfortunately, this is bollocks. OpenGL can't do all the things that developers want to do, specifically render-to-texture (no, pbuffer's don't count, and nobody supports ARB_render_texture yet), and direct locking of video memory. Until it can do this, shut up, or learn to code properly.

    7. Re:OpenGL = Direct3D 8.1 by UberLame · · Score: 1

      Dude, understand that I love OpenGL. I use GL for everything. I think that the only proper way to write a word processor is with GL (or a toolkit that sits on top of GL). One of these days I'm going to rewrite GTK to sit on GL (with only enough code to manage the glx stuff).

      That said, extensions only work if everyone agrees on them. The texturing extensions (OpenGL 1.1, brought into the spec in 1.2 I believe) were fine because they were pretty much the same from platform to platform. Vertex shading on the other hand, no one seemed to agree on (in the OpenGL 1.2 era). I'm not sure if Vertex shading is more standardized in the new version or not, since the file is being extremely slow to download.

      I think what OpenGL needs to to keep the same pace with the main spec, but to have a seperate commitee that sets extension standards and moves more quickly. Of course, other companies should also be allow to do propriety extensions if they want to still.

      --
      I'm a loser baby, so why don't you kill me.
  85. Deja vu Times two... by wrinkledshirt · · Score: 0, Offtopic
    Weird. I recently posted this on a Code Red story.

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    Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...

  86. OpenGL Best Game Hands Down. by hackus · · Score: 1

    OpenGL is simply faaaabulous and quite obviously offers the environment only you could dream about on a 21inch monitor, and the latest NVidia card playing the all time, positively best 3D game ever concieved.

    Which of course everyone on this board knows, is...

    Homeworld!

    :-)

    You ARE the mothership when you have a 64MB Video card and a 21 inch Sony G500 monitor out there in "The Wastelands" in 4 player internet gaming mode on Won.

    The tactical, combat and collaboration OpenGL gives to the game is spectacular.

    Nothing is more breathtaking than to radio for Help! to your teammate while your outgunned and outnumbered as the two bastards decide to double team ya. On no! 5 Destroyers and 2 Heavy Cruisers?!! Heeeeeeeellllllllllpppp!!!

    ^%#@^&%#&

    As your Mothership burns and the sniveling little idiots radio in, "Yeah, this guy sucks...."

    Only to see them run like scared chickens duley beheaded when that moment comes....

    Hyperspace Signature Detected.

    No, it isn't just a frigate...

    Sweet Mother of Pearl its the entire fleet!

    Sweet Jesus! 3 Heavy Cruisers and 8 Destroyers comming out of Hyperspace like the calvery at 1600x1200 in 32bit Open GL mode!!!!

    2 Minutes later the two assholes fleets are burning at high res and in 32bit color!

    My god its its beautiful.

    -hack

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    Got Geometrodynamics? Awe, too hard to figure out? Too bad.
  87. those are your list of the best games ?? by Archfeld · · Score: 1, Troll

    Tribes2 is a bomb, even the company that made it thinks it stinks. Quake 3 is nice, but I think UT on D3D is just as nice, DOOM3 ?? is it out or just being developed ?

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    errr....umm...*whooosh* *whoosh* Is this thing on ?
  88. Yeah, D3D is better at what it does by OpenGL · · Score: 1

    D3D is better at what it does, namely giving developers headaches, making programs require more lines of code, enriching the Microsoft empire, etc.

  89. instead by linuxpng · · Score: 2, Insightful

    why not hope GL1.3 exceeds DX8 to make it more attractive to developers. We needs these guys seeing GL as a standard they can count on. It's really a messed up situation when a proprietary API is deemed a "standard".

  90. would work well in distrubuted environment by Anonymous Coward · · Score: 0
    Interplay is soon (but not soon enough, especially with delays...) to release NeverWinter Nights. According to the technical FAQ's it is a distributed P2P system that only needs a 'server' to act merely as the main system for storing scripts and DM stuff. However, I saw an interview that said that even that might be able to be distributed, and was a logistic/DM choice, not technical issue then.

    Anyway, I personally would like to try out what you mentioned, and see if the better approach is (just between these two mind you) to calculate at the 'other' players end and it be broadcasted out. Or have each machine process it independantly. I figure it depends on the network and proc speeds and could flip between the two based on those system specs alone.

  91. Extensions vs Core by throx · · Score: 5, Insightful

    The problem with extensions is that at least with DX8 you can write a pixel shader program once and expect it to work on any cards that support that version of the pixel shader (1.0 if you want to be conservative).

    If you go with OpenGL you have to write your program for each different vendor extension that comes out. Honestly, what are the chances of ATI or PowerVR ever supporting NV_texture_shader or NV_texture_shader2?

    One of the main aims of DirectX was to avoid the situation in the days of games under DOS where a game developer would have to write different code for each different target video card. Through the use of vendor extensions, OpenGL does no better than DOS did - requiring the developer to figure out exactly which cards he is going to support and writing to those extensions individually, also sacrificing future compatibility if the next generation of cards support different extensions.

    Writing to DirectX gives some degree of future-proofing your application as forward compatibility of the core API is preserved through revisions of DirectX. Sure this may carry a bit of "bloat around the middle" but that's the price you pay for compatibility.

    Of course, if you aren't writing for Windows you're stuck with extensions.

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    Fear: When you see B8 00 4C CD 21 and know what it means

  92. Keep it in perspective by tektalk · · Score: 1

    The bottom line, like it or not, is the great majority of PC games are targeted for Windows, so the whole portability issue is very low on the priority list for most developers. Throw that away, and what does OpenGL have that makes it superior to DX 8? Carmack embraced OpenGL out of principle and because OpenGL at the time of the original Quake was far superior to DX 3.

    Stop insulting developers, especially the succesful ones. If they've done well using Direct X, good for them. If they've done well using OpenGL, good for them again. I wish MS had done the right thing way back when and embraced OpenGL, but they went their usual way, saying BS like "OpenGL is meant for high-end graphic workstations, not games". This at the same time that Quake was kicking butt. Whatever.

    Most developers just aren't concerned with Linux or the Mac, or if they are, it's after they have released their title on the PC, and only then if it's successful enough to be worth porting. I don't blame them one bit for focusing on the platform that is *by far* the one that is most used by their target audience. It's called maximizing profits, and they'll use whatever tools are the best to achieve that end.