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3D Labs Proposes OpenGL 2.0 To Kick DirectX

furiousgreencloud writes "3Dlabs is trying to drive the graphics interface away from hardware specific extentions, as seen in DirectX. Instead, they are proposing an open (no NDA) dialog on OpenGL 2.0. The guidelines mention good-ol-fashioned platform independence (linux included) and emphasis on programmability, time control and memory managemenmt. They've got a PDF availible for consumption."

196 comments

  1. Nvidia makes games eventually. by minus23 · · Score: 3, Interesting

    Soon we'll have Nvidia making games tho I'm sure that will be created on a proprietary system even more stringent than where we are now. You don't think so? --- Example: ... "It's the hottest game of the year and they don't take ATI." (Sung to the toon of a Visa comercial. It's in Nvidias best intrest to make this happen. Tho maybe not in the markets best interest.

    1. Re:Nvidia makes games eventually. by OO7david · · Score: 1

      you mean something like Glide? Hell, they own 3Dfx now anyways.

    2. Re:Nvidia makes games eventually. by bonzoesc · · Score: 4, Funny
      minus23 gathered up his thoughts and spouted this out:
      Soon we'll have Nvidia making games tho I'm sure that will be created on a proprietary system even more stringent than where we are now.
      Oh, the X-Box.
    3. Re:Nvidia makes games eventually. by Anonymous Coward · · Score: 0

      With their current position in the marketplace, I can't see why they would bother making games that block competitor's cards.

    4. Re:Nvidia makes games eventually. by Phleg · · Score: 0

      I can't see any logical reason why nVidia would start to make games. They're good at making graphics processors. Why dilute their resources and create a huge department to make games when they could pump those resources into making better cards so they can continue to dominate the market, and make people like us happy?

      --
      No comment.
    5. Re:Nvidia makes games eventually. by Anonymous Coward · · Score: 0
      They'll probably just provided nVidia only optimized patches with exclusive models, textures and code.

      Remember the 3Dfx and Matrox accelerated games that came with the retail versions of the cards? Those were awesome.

      If anything were to come from that scenario it would be nVidia would offer it's services to the game market by offering programmers to work with development teams. It might not be limited to the game market either.

    6. Re:Nvidia makes games eventually. by the_2nd_coming · · Score: 1

      Nvidia will make a game console and screw MS. they will take nForce tech, put a GForcex(what ever is the best at the time) put it in a box, and sell it as a game station.

      --



      I am the Alpha and the Omega-3
    7. Re:Nvidia makes games eventually. by Glock27 · · Score: 4, Insightful
      Soon we'll have Nvidia making games tho I'm sure that will be created on a proprietary system even more stringent than where we are now. You don't think so?

      No, I don't. The culture at NVIDIA comes mainly from an SGI background, so OpenGL is something of a religion there. Further, unlike some companies, NVIDIA seems to understand the positive feedback effect of open APIs (just not Open Source, yet).

      So, NVIDIA will have to be content with the current situation: "It runs at 30 FPS on the Radeon, but at 80 FPS on a Geforce 3!". ;-)

      --- Example: ... "It's the hottest game of the year and they don't take ATI." (Sung to the toon of a Visa comercial. It's in Nvidias best intrest to make this happen. Tho maybe not in the markets best interest.

      The current (OpenGL) situation is one where vendor-specific extensions are used to expose advanced functionality (shaders primarily). This means diffent paths through large portions of OpenGL based rendering engines. This is actually closer to 'NVIDIA specific' games, but NVIDIA knows that ISVs will just migrate to Direct3D where those features are properly abstracted. DirectX 8.0 has incorporated these features into the base API (and NVIDIA is just another player there, although it had a hand in defining the spec - just as it will with OpenGL 2.0).

      OpenGL faces losing many ISVs unless there are standard ways to access these features. THAT is the motivation behind OpenGL 2.0. If you want strong, cross-platform 3D capabilities, do whatever you can to support OpenGL. OpenGL 2.0 looks like a great evolutionary improvement, and should continue to spank Direct3D in most respects. It certainly will in the area of Linux support. ;-)

      If you're interested in OpenGL programming, there are many great resources on the web, including the The Official OpenGL Site and The OpenGL GameDev Mailing List.

      299,792,458 m/s...not just a good idea, its the law!

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    8. Re:Nvidia makes games eventually. by Myshkin · · Score: 1

      How is this different than an Xbox?

    9. Re:Nvidia makes games eventually. by AssFace · · Score: 1

      I agree with this person - mod him up.

      if you've ever written code for it, the nvidia is sweet - and they rock with opengl and directx, so I'm not entirely sure why they would then close all that down all for their own stuff. nothing points in that direction now.

      slashdot has plenty of conspiracy theorists on it, that is for sure.

      --

      There are some odd things afoot now, in the Villa Straylight.
  2. Hope it runs on XBox by Anonymous Coward · · Score: 0

    because if i was writing a new game and wanted to see some $$$ i'd be writing for xbox using directx.

    1. Re:Hope it runs on XBox by Slurm-V · · Score: 1

      Yeah, mate. Make Money Fast.

      --
      Of course it's going off the rails. How else is it ever going to fly?
  3. Good idea... by talonyx · · Score: 4, Interesting

    ...but the current OpenGL standard is extensible enough for the time being. More important would be a complete OpenAPI setup with input, sound, network, and graphics options all combined and available on all platforms.

    Sure, including specific instructions for per-pixel operations etc. for all cards as opposed to stuff like GL_EXT_NVIDIA_WHATEVER would be great, but it's not likely that there will be many drivers for any older cards for this, and all the new cards have great GL drivers already...

    Basically, this is unneccessary.

    1. Re:Good idea... by Anonymous Coward · · Score: 2, Offtopic

      there already is an open sound library, apparently, its done by loki. http://www.openal.org/home/

    2. Re:Good idea... by Dean+Kusler · · Score: 1, Offtopic

      An OpenAPI, eh? I beleive that's already around at http://www.libsdl.org

    3. Re:Good idea... by Anonymous Coward · · Score: 0

      As far as unified drawing and input, GLUT is a good start. We've had that for how long now?

    4. Re:Good idea... by donglekey · · Score: 5, Insightful

      This is completely untrue.

      A standard for pixel and vertex shaders that is not specific to any one card is a very big deal, and people are reconizing that it is the future. Many people are scared of games being released for only one card, and/or having to write a game for only one card. I don't think anyone wants that to happen. Standards mean more competition, more competition means higher quality and lower price at a faster rate. Defining a standard for procedural, hardware implemented functions will be key in advancing realtime 3D further. Image based textures are eventually going to be phased out for most purposes (as seen with trends relating to high-end 3D and the trickle down effect into realtime) and a standard makes it infinitly easier. There are many other applications, such as acceleration of non-realtime rendering, which is also a very big deal, and vastly accelerated and much more realistic previews in 3D applications. 3D Studio has already started to do this a little bit and it looks great.

    5. Re:Good idea... by SbooX · · Score: 1, Offtopic
      Hmmm... I forgot about OpenAL. But have they actually done any thing yet? Are they even working anymore or is this just another defunct project?

      How about SDL? I know its a bit simplistic, but it is rather cool and runs on an assload of platforms.

    6. Re:Good idea... by dimator · · Score: 2, Interesting

      Well, from what I understand (and feel free to prove me wrong), whenever you target multiple platforms, you sacrifice the performance you'd get if you focused and optimized for one platform. Add that to the fact the only platform that people seem to buy games for is Windows, and you see why game developors gravitate towards DX.

      So, it might be too late for such an initiative already.

      --
      python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
    7. Re:Good idea... by Anonymous Coward · · Score: 0

      See: quake. Thanks to OpenGL, it is very easy to write portable games that don't sacrifice performace. The amount of platform specific code is a tiny percentage of the total in any modern GL game.

      The real question is, even though its pretty easy as writing portable software goes, is it worth it? Perhaps, perhaps not.

    8. Re:Good idea... by GiMP · · Score: 2, Interesting

      OpenAL is not dead, as it seems many believe.. but it is very stable :) There isn't much one can do to it now, other then bugfixes..

      SDL sound sucks, thats why OpenAL was written. all of Loki's sdl based games use OpenAL.

    9. Re:Good idea... by bgfxunc · · Score: 0

      I just finished coding up some rendering stuff using NVIDIA GL extensions. Its ugly, it only works with NVIDIA (and has to consider whether it is a GF2 or 3). It would have taken far less time if I was just using the standard API, but it would have been slow as hell. It seems that there is inevitable problem. Either you have to go with the least common denominator or use hardware specific calls. The only other answer would be for each vendor to introduce the same new features at the same time and use the same interface. Then why have seperate vendors? The communication and debate would make it take forever for anything new to come out. I think we are stuck with it until the industry is played out and 3D cards that do anything you could possibly want are $25 commodity items. That's a long way off. :)

    10. Re:Good idea... by SurfsUp · · Score: 4, Insightful
      Well, from what I understand (and feel free to prove me wrong), whenever you target multiple platforms, you sacrifice the performance you'd get if you focused and optimized for one platform.

      Sure, that's why Linux runs so poorly on a dozen different platforms, right? :-P

      --
      Life's a bitch but somebody's gotta do it.
    11. Re:Good idea... by Paul+Komarek · · Score: 3, Insightful

      Once you have platform independence, you can run games on the latest, greatest hardware with less or even no rewriting. Don't think of the cards supported at one time slice, think of the hardware coming out in the next half year. Using history as an example, wouldn't it have been nice to be able to run all those old (Voodoo days) Glide-based games on your NVidia TNT(2)(ULTRA) or GeForce[23][MX|ULTRA|GTS] or ATI Radeon?

      So you might lose 5% performance by targeting multiple platforms now, but you gain 200% performance when new hardware comes out.

      At one time, 3DFX was threatening or suing people that wrote Glide-like wrappers around DirectX. These wrappers allowed NVidia cards to run Glide-based games. That was when NVidia was starting to threaten 3DFX's revenues, but 3DFX was still the leader in the 3D gaming market.

      NVidia has already badmouthed the Kyro, telling computer salespeople that selling the Kyro is begging for irate customers -- what with all the incompatibilities that it might have, and the fact that it is an "unproven" platform. Through extensions to DirectX, it will be easier for NVidia to generate deliberate "incompatibilities", and NVidia has the money to push game makers into utilizing the features, and the marketing force to change the market into believing these features are important.

      That scenario plays out much differently if we reduce or disallow vendor extensions. I think it is worth the 5% performance penalty. As usual, peace and harmony are in our interests, but not in the interest of any business that wants to control the market.

      (all percentages above are made-up; any similarity to real percentages is strictly coincidental, not to mention lucky)

      -Paul Komarek

    12. Re:Good idea... by Graymalkin · · Score: 2

      Portability's woes lie in the quality of the OpenGL implimentations as well as drivers for the specific device. Quake doesn't really ask alot of any relatively modern system, I used to play it with good framerates on an old Pentium 100 NEC. Performance differences between different OSes and OpenGl implimentations are hard to measure because the margins are so close on any modern system. It's good you mention the actual WORTH of porting code to different systems. Was Quake ported to a dozen and a half OSes when it was first released? No it brought in its megabucks and gained and lost popularity before you saw a highly portable version of it.

      --
      I'm a loner Dottie, a Rebel.
    13. Re:Good idea... by led · · Score: 1
      Quake doesn't really ask alot of any relatively modern system

      Sure, but who's playing vanilla quake ? I want to play UT2, TC or Q3F and with those you need a fast machine and a fast video card... I get 100-150fps normal quake, but only 60-90 in UT2.

    14. Re:Good idea... by Guns+n'+Roses+Troll · · Score: 0

      Peewee Herman rules.

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    15. Re:Good idea... by Anonymous Coward · · Score: 0

      Disallow extensions? Thanks, I want the entire OpenGL committee to make decisions for my company.

    16. Re:Good idea... by jtdubs · · Score: 2

      Compared to solaris?

      Justin dubs

    17. Re:Good idea... by eviltypeguy · · Score: 1

      No SDL sound does not suck, and OpenAL was written because of that. It wasn't written to provide cross-plastform 3d audio. OpenAL is not really designed to do traditional 2d audio like SDL is.

      Hence why OpenAL was written (AFAIK)...

    18. Re:Good idea... by Trogre · · Score: 1

      " ...but the current OpenGL standard is extensible enough for the time being. More important would be a complete OpenAPI setup with input, sound, network, and graphics options all combined and available on all platforms. "

      That's why we have SDL. Input, audio and graphics are provided, and you can still render into openGl contexts.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    19. Re:Good idea... by be-fan · · Score: 2

      Are you kidding? GLUT is so lame compared to DirectInput. And you know why? IT WASN'T DESIGNED AS A PRODUCTION API!

      --
      A deep unwavering belief is a sure sign you're missing something...
    20. Re:Good idea... by AbsoluteRelativity · · Score: 1

      In my opinion, they seem to focus a lot on programmability, but I think the future is in the SceneGraphs not so much the programmability. I think they are thinking to low level, when there needs to be many changes to the high level part of it. With high level programming for example shadows dont have to be customized hacks, and its even possible for the user to customize to their system what kind of effects to use. Scene graphs also give the video card more information about a scene necesary for many realistic effects.

      While OpenGL does have partial scene graph support I think a lot more could be done, a lot of redundant tasks that programmers have to do in creating a more complete scene graph.

      Another area is animation. Supporting 2d graphics is one thing, supporting 2d animation/video is another aspect that I have heard considered, and that can also be extended to 3d animation in conjunction with better scene graph support.

      It just seems to me that, to many of the vendors are looking for low level programmers. Most game developers these days are starting to reduce redundancy, rather then reinventing the scenegraph, they are starting to use for example the Unreal or Quake Engine, which is really a larger package of a scene graph and a whole lot more. And I think the reason they look at it this way, is that scene graphs would take a lot of time and investment on the part of the IHVs drivers then on the game and application developers.

      --
      disclaimer : My views do not represent those of every one else in slashdot.
    21. Re:Good idea... by Dwonis · · Score: 2

      Linux does will because many other systems are crap, not because Linux is inherently great.

    22. Re:Good idea... by donglekey · · Score: 2

      Definitly some intersting ideas, but video games are dynamic of course, so when you say scene graphs what exactly are you referring to. Everything has to be relative to something else, but nothing is really set in stone. I think that this isn't really the focus for good reason right now, complex animation and movement will be the frontier after achieving a good amount of realism that we seem to be on the verge of with the Gamcube and XBox. Games are starting to look very good, and have distinguished styles. Making the animation as complex will come later, and it will be fucking incredible.

    23. Re:Good idea... by Anonymous Coward · · Score: 0

      that's why Linux runs so poorly on a dozen different platforms, right?

      well, yes. linux *does* run poorly on dozens of platforms.

    24. Re:Good idea... by AbsoluteRelativity · · Score: 1

      The minimal thing I think would be necesary to make OpenGL an better scene graph is to have an display list reference with a single transform matrix. Hierarchal information (relativity of objects) may not be necesary or may be an add on kind of utility (glut maybe). The import information for a renderer to have is the location of objects, especially when it comes to real time shadow and raytracing effects (which if done today would require accumulation of meshes every frame and even then object clipping is not always done by OpenGL implementations).

      I agree about animation for the time being because I dont think we have hit the highest parts of this yet, but any one who is familiar with Softimage|3D or Maya knows that animation can do some really nice things. I think when boned animations become more useful that we will start to see these things in games more often, current games are still using moprhs for animations.

      I shouldnt discount programmibility out right, I think some very interesting things could be developed with it (although I'm not sure how extensive current implementations are), it would be nice to start seeing procedural texture, objects, and fog effects. But procedural is a good option when you are low on memory, but memory is cheap these days, I think it would be nice if an API allowed for real time shadows in at least a minimal scene graph.

      Another interesting thing that scene graphs allow for is optimizations. Programmers use several techniques these days, like BSPs Quad/OctTrees and Portals, in order to optimize rendering and collision detection. While they could still be used to optimize collision detection, it could be allowed that a video system can optimize a scene to the way it prefers to render it.

      --
      disclaimer : My views do not represent those of every one else in slashdot.
  4. Now, all we are waiting for is... by tcc · · Score: 1, Redundant

    Carmack's feedback on this ;)

    --
    --- Metamoderating abusive downgraders since my 300th post.
    1. Re:Now, all we are waiting for is... by mojo-raisin · · Score: 1

      my thoughts too... he's the only one who's judgement I really trust (I guess also the Mesa guys).

    2. Re:Now, all we are waiting for is... by Anonymous Coward · · Score: 0

      That damn karma whore, he gets +5 on everything he posts :)

    3. Re:Now, all we are waiting for is... by m2 · · Score: 1
      I guess also the Mesa guys

      You mean like Brian Paul, one of the persons sitting (well, remotely) at the ARB meeting?

  5. Mirrored by ekrout · · Score: 5, Informative

    This 2.25MB pdf will surely be inaccessible in a few minutes. I've mirrored it at http://ekrout.resnet.bucknell.edu/mirrored.pdf.

    --

    If you celebrate Xmas, befriend me (538
  6. Lacking by SilentChris · · Score: 2, Redundant
    "The guidelines mention good-ol-fashioned platform independence (linux included) and emphasis on programmability, time control and memory managemenmt."

    Minus DirectSound, DirectInput, and all the other things which make DirectX a "good thing (tm)" for Windows (simple interoperability with hardware using standardized API's, simple driver writeups). For the time being I'll pass.

    Besides, I can always teach my upcoming XBox to dual-boot. :) Best of both game-playing worlds.

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

      What does DX do that OpenGL + SDL + OpenAL doesn't that you need?

      I would argue that lack of a DirectPlay replacement is a good thing, that API is an utter piece of shit. We're talking Direct3D before v5 level POS.

    2. Re:Lacking by Anonymous Coward · · Score: 0

      DirectPlay -was- a piece of shit, until DirectX 8 came out. DirectPlay looks like someone with networking experience actually worked on it this time around. No more mapping 5 bazillion ports on your firewall just to get a game server working...

    3. Re:Lacking by SurfsUp · · Score: 3, Interesting
      Minus DirectSound, DirectInput, and all the other things which make DirectX a "good thing (tm)" for Windows (simple interoperability with hardware using standardized API's, simple driver writeups). For the time being I'll pass.

      I suppose it's not your fault that some clueless moderator thought your post was insightful but I'm embarrassed for him ;-)

      OpenGL is the (free, open, clean and crossplatform) counterpart to Direct3D, not DirectX.

      --
      Life's a bitch but somebody's gotta do it.
    4. Re:Lacking by Osram · · Score: 2, Informative

      Have you seen PLIB ?
      This not only includes a portable (Linux, BSD etc, Windows, MacOS etc) scene graph on top of OpenGL and sound and input, but also the other stuff you need for games development like networking and graphical user interface.

    5. Re:Lacking by SilentChris · · Score: 3, Informative
      Ahem.

      "3D Labs Proposes OpenGL 2.0 To Kick DirectX"

      DirectX includes all of the extensions shown above. OpenGL just does graphics. The author of the post, and the person who posted the story, clearly wanted to make a comparison between OpenGL and ALL of DirectX, which as as mentioned before, is ludicrous because of all the stuff OpenGL is lacking.

      Get your facts straight.

  7. Interview by Phleg · · Score: 1, Interesting

    Going to be interviewing a friend of mine at nVidia about this tomorrow morning, after he clears it. Will submit the story tomorrow if he gets the OK.

    --
    No comment.
    1. Re:Interview by Phleg · · Score: 0

      By the way, post suggestions for questions I can ask him tomorrow. I'll pick the 10 best ones and include them in my interview.

      --
      No comment.
  8. Er, what does this mean? by Anonymous Coward · · Score: 0

    "3Dlabs is trying to drive the graphics interface away from hardware specific extentions exhibited by DirectX, 3dlabs is proposing an open (no NDA) dialog on OpenGL 2.0."

    Am I the only one who doesn't understand this malformed phrase?

    1. Re:Er, what does this mean? by Anonymous Coward · · Score: 0

      Yes.

  9. This IS necessary by rips · · Score: 5, Informative
    There seem to be a lot of posts stating that the current OpenGL implementation is good enough but I question whether or not these people are developing software with the latest graphics features.

    Vendor specific extensions are making cross-vendor OpenGL development difficult. It is necessary to implement several different codepaths in order to achieve various effects on different hardware (bump mapping, cubic environment mapping, etc.) because each vendor wants to do it their own way to expose all of the new capabilities of their hardware. The SGI multitexture extension is probabily the only real exception to this since it seems to be supported by the bulk of cards on the market.

    I don't know of any current AAA, A or B grade game that doesn't support at least one proprietary OpenGL extension.

    DirectX8 exposes the hardware in an 'almost' abstract manner but again vendor specific features have started to creep into the mix (the different shader version support is something that comes to mind), meaning that developers still have to develop multiple versions of the same effect for different hardware.

    This is definately a great move! I hope they succeed!

    1. Re:This IS necessary by Anonymous Coward · · Score: 2, Interesting

      So in OpenGL, you have vendor specific extensions.

      In DirectX, you have vendor specific releases of the whole API!

      DirectX 8 = DirectGeforce
      DirectX 8.1 = DirectRadeon

      It'd be a lot more honest and less confusing if they just used the names of the cards rather than numbers...

    2. Re:This IS necessary by Dysan2k · · Score: 1

      Aye not only is it necessary, but there's a very good chance that the product we all seek is laying out among the various current projects in pieces. One of the VERY common problems with Open Source (Not that I knock it, mind you. I totally love and embrase it), is that the wheel tends to get reinvented numerous times, where one package has not large, but small things in it that another similar package does not.

      What really needs to be done is SOMEONE (unfortunately, it's a a fair bit over my head atm) needs to gather all the projects like SDL, Mesa, OpenGL, OpenAL, SDLnet, SDL Input, (and the numerous other libs out there that I haven't used) and attempt to use those libraries as a basis for a wrapper.

      First We must duplicate the existing, ie. DX with our own software. Then take steps to merge them together using the incredible amount of knowledge in the OSS environment into a well-focused library set which is both extensible and cross-platform compatible. Many of the projects out there already do this, but it must be solidified.

      Now don't go bashing me for mentioning an OSS version of DX. Not having messed with it more than a week, I'm no expert on it. However, there are OBVISOUSLY things about DX that developers like well enough that makes their jobs easier. That's what We have to do as well. Create libraries that are easy to install, cross platform compatible, feature rich enough to satisfy the majorities needs of functionality, and finally optimized to the max. It's been proven that Linux is faster that WinX in a number of different senarios, but if We can't pull together with this, then it's going to take a VERY long time for OSS to gain it's footing in the gaming market.

      Besides, with an OSS solution, people like Carmack can spread their knowledge to extend the library with functionality with a simple submission whereas trying to get that into DX... well.. M$ would just laugh at you.

      --
      -What have you contributed lately?
    3. Re:This IS necessary by spectral · · Score: 1

      If I had moderator points, I would so mod you up. It's so true.. I have an original Radeon and it sucks, it was all advertised as DirectX 8 and stuff, but then Microsoft went and fucked them over on the API with the pixel shaders and shit, so it's broken on my card and doesn't work right in DX. Yay Microsoft!

      Now 8.1 is coming out, and the Geforce is screwed because it has Pixel Shader 1.4 in 8.1 which the R8500 supports but the GF3 doesn't (AFAIK).. among other things (higher-order surfaces/TruForm, etc.).

    4. Re:This IS necessary by Jurjen+Katsman · · Score: 5, Insightful

      While it might be true that DX8.0 added a lot of features that only worked on the Geforce3 back then, the new Radeon 8500 supports all those features just fine as well.

      DX8.1 adds new features only available on the Radeon 8500, but a new NVidia card will be able to run all that just fine as well.

      The plan is for this to continue in this fashion, so the next NVidia card will probably support PS1.4 again (the R8500) stuff, and so forth.

      This is a very different situation from OpenGL where the way to do pixelshaders is completely different on ATI or NVidia hardware, and anything you do for an NVidia card will never work on an ATI card, and not the other way around either. As far as I know the same applies to vertexshaders, and ATI still doesn't have their own version of NV_VertexArrayRange. (And they certainly need it).

      On OpenGL2.0, it seems like an interesting plan at first (I'm always open for API innovation), but atleast for gaming it doesn't seem to be a very interesting API, and not very forward thinking either. For example keeping the framebuffer blend out of the programmable pipe goes directly against what game programmers have been asking for.

      In addition it seems the API would have a lot of problems running on current hardware (not to mention how long it would take for drivers to even get close to stability). OpenGL2.0 would expose model for vertex and pixelshader programming that would be completely unsupported by current hardware. This means you will have a lot of rules to follow to achieve hardware acceleration on specific hardware. When using more features you'd drop back to mostly unacceptably slow software emulation. This would either be hidden (and you could only find out by browsing PDFs hidden somewhere on some IHV site), or it would have to be exposed through some sort of caps system. (Exactly what the OpenGL crowd so seems to dislike.)

      Anyway, I don't see this working yet, not for the games market, maybe for others. Best of luck to them anyway.

    5. Re:This IS necessary by theancient1 · · Score: 1

      How do you defeat the Borg? Build a better Borg!

      Yes, there are times when having a single unified entity is a good thing. That's a big part of how Microsoft got to where they are today. Windows is Windows and Office is Office -- there's only one version, and everybody is comfortable with it. The masses don't care so much about choice -- they'd rather use something they are familar with -- so it becomes a de facto standard.

      Now, on Linux, you have lots of choices, but run the risk of coming across looking like a collection of disparate and disorganized parts rather than one unified entity. Choice can be intimidating for people. Do I choose Debian? Do I choose Mandrake? How do I know? On the other hand, you've got Apache, which is pretty much the Microsoft Office of the web server world (on the Unix platform) -- almost everyone uses it -- they don't have to think about the choice, because a generally-accepted "standard" exists.

      Choice -- the very thing that attracts many people to the Linux platform -- may be a big part of what keeps everyone else away.

    6. Re:This IS necessary by Namarrgon · · Score: 5, Interesting
      Indeed. This is one of the things they talk about in the recent OpenGL ARB meeting notes.

      nVidia's extensions alone total more than 500 pages, compared to 230 pages for the entire OpenGL 1.3 spec. ATI has their own comprehensive list of extensions, as does SGI and many others. Since there's little natural overlap, each vendor implements similar features in a different way (e.g vertex shaders), and you have to code for each vendor's set of extensions separately. The OpenGL ARB can "ratify" extensions to promote standardization, but you still have to cope with them not being present at all.

      This is exactly the problem developers have with DirectX - MS regularly revs the entire API to try and support features from every vendor, so there's an ever-increasing number of ways the underlying hardware differences are exposed, and the number of hardware caps that have to be checked before doing anything is growing rapidly. There are 4 different versions of pixel shaders that a vendor can support in DX 8.1, and the only reason it's not more of a mess is that there's only two chips which support any of them so far (and one of those isn't even available yet).

      Regular simplification & unification of all these diverging directions is required. Vendors should of course be able to add innovative extensions, but a core of Really Useful standard features must be maintained & extended, so that hardware vendors have a baseline to target, developers can rely on the features being present, and the lowest common denominator gets steadily pushed higher for everyone.

      --
      Why would anyone engrave "Elbereth"?
    7. Re:This IS necessary by Yokaze · · Score: 1
      Correct with DX8 and DX8.1, but not with DX9.

      DX9 will be hardware independent again.

      The text explicitly states that they don't want to repeat Microsoft errors in doing such a thing.

      To quote from slide 6:

      Currently proposed OpenGL extensions
      are repeating the mistakes of DX8
      How is OpenGL going to respond to DX9?
      --
      "Between strong and weak, between rich and poor [...], it is freedom which oppresses and the law which sets free"
    8. Re:This IS necessary by Anonymous Coward · · Score: 0

      Take these three:

      OpenGL (3D Graphics)

      OpenAL (3D Audio)

      OpenML (Multimedia Sound/Video)

      Now we also want some form of fast 2D. It has been suggested that you could layer over OpenGL, and just always use a Z of 0 (I.E no depth == 2D objects). We'll call this Open Drawing Language.

      We'll need Input too, but compared to the rest here, this is small fry. Forget SDL or whatever, we want to keep the API's as similiar as possible, so we'll write our own with an OpenGL-alike API. We'll call this Open Input Language.

      So we have 3D (OpenGL), Audio (OpenAL), MultiMedia (OpenML), 2D (OpenDL) & Input (OpenIL). Now throw in a "game core" API as well, to provide primitive such as timers, mutexes, synchronisation primitives etc. which i'll call Open Core Language.

      So we have the defined & working parts:

      OpenGL

      OpenAL

      OpenML

      And we need to fill in the missing blanks with:

      OpenDL

      OpenIL

      OpenCL

      How does that sound?

    9. Re:This IS necessary by Midnight+Thunder · · Score: 2

      Maybe what is needed is for the extensions to be open, at least in the way of their API. That way as a new feature is added by on company it becomes an extension registered with some body and then work would be performed by the community to ensure that is available for implementation by any other of the card manufacturers. I can imagine that this would lead to a case where we would be talking OGL + extension collection 1, etc. At least this way the time for implementation should be reduced.

      --
      Jumpstart the tartan drive.
  10. In support by mesmin · · Score: 2, Interesting

    Not only is this a worthy cause (eliminating the depenence hardware specific extensions), but I fully support a graphics solution that doesn't have the final say on everything rest with MircoSoft.

  11. DirectX more then OpenGL by Anonymous Coward · · Score: 0

    Remember people, DirectX provides more then just 3d graphics. It also provides sound, input and networking API's.

    1. Re:DirectX more then OpenGL by Phleg · · Score: 0

      True, but with the support that OpenGL has garnered over the years, I wouldn't be surprised to discover a larger API wrapper in the works by someone.

      --
      No comment.
  12. Re:Up with OpenGL! by Anonymous Coward · · Score: 0

    hey hey.. don't blame opengl.. we all know its MS's fault.

  13. i hav ta laugh by Anonymous Coward · · Score: 0

    theyre trying to butter us geaks up

    well its working a charm heheeehe

    1. Re:i hav ta laugh by Anonymous Coward · · Score: 0

      most geeks spell geek with a que, i.e.: geakque.

      jackass.

  14. How is this news exactly? by quinto2000 · · Score: 1

    Hasn't 3d Labs always wanted OpenGL to be the standard? And in some sense, haven't DirectX and OpenGL always been competitors? The article heading should have said something like "work for OpenGL 2.0 progressing".

    --
    Ceci n'est pas un post
    1. Re:How is this news exactly? by Anonymous Coward · · Score: 0

      Hasn't 3Dlabs pushing his proprietary API named Glide for his 3DFX, bashing on OpenGL when nVidia promoted it ? Sometime, memory is short...

    2. Re:How is this news exactly? by Anonymous Coward · · Score: 0

      3dlabs has nothing to do with 3dfx, just FYI.

    3. Re:How is this news exactly? by AndrewHowe · · Score: 2

      No, 3Dlabs != 3dfx.

      3Dlabs produced the Permedia cards, which were marketed at gamers, and continue to produce professional workstation OpenGL accelerators based on the Glint chip.

      3dfx made the Voodoo series of cards. They're the guys who promoted Glide, which was their proprietary API.

  15. You mean SDL? by Starship+Trooper · · Score: 5, Informative

    This has probably already been said, but the SDL library is probably our best bet. It has been in development for the past two years or so, and has progressed immensely into a stable and feature-rich development platform. It is a complete cross-platform solution for high-performance game graphics, sound, and input on an insane amount of platforms, including the requisite Windows, Mac (both Classic and OS X) and *nix. Ports are also available or in the works for QNX, BeOS, Amiga, and a number of other OSes, I'm sure. I have used it for some of my projects, and I must say it is far superior to any other API I have ever tried, including DirectX (which it encapsulates nicely :-). Sam Latinga, the founder and main coordinator of SDL, is not only a great programmer and API engineer, but a nice guy as well.

    --
    Loneliness is a power that we possess to give or take away forever
    1. Re:You mean SDL? by manjunaths · · Score: 1

      I don't know if you have done any 3D programming...but SDL has nothing to do with this. It is a 2D rendering library where as OpenGL is 3D rendering library. Both of them are totally different. If you have to write games you need 3D rendering with SDL. That is Opengl on top of SDL. SDL alone will just give you a cross platform window to render into.

      --
      Slashdot: Tabloid for the nerds. Stuff that doesn't matter.
    2. Re:You mean SDL? by Anonymous Coward · · Score: 0

      That's exactly the point, dumbfuck.

  16. Re:I don't trust 3DLabs. by Phleg · · Score: 0

    This isn't a 3DLabs initiative. This is headed by several companies in the video card manufacturing industry, nVidia being one of them.

    --
    No comment.
  17. Misc first impressions by Anonymous Coward · · Score: 5, Informative

    Loops

    I'd recommend against general for and while loop constructs in the shading languages. These are difficult to statically analyze the behavior of. For instance, you could stall your pipeline with an infinite loop but no compiler can detect infinite loops. Also, loops are rarely used except for Perlin noise where you iterate down to a particular frequency.

    Loops of a particular form can still be analyzed, and would be useful. Something like this:


    for (int i = 0; i &lt N; i++) { body }


    If i is 'const' within the body, then this will iterate at most N times, giving you a bound on the compute time needed. Note that if N is an arbitrarily large number, it may still be difficult to analyse. Here's another form that is more generally boundable:

    for (int i = 0; i &lt N && i &lt 20; i++) { body }

    This will run at most twenty times, giving an easily computable upper bound on the total run time for the loop. Of course, 20 was just pulled out of a hat, and should probably be a constant specific to the compiler or hardware available.

    Memory Management Issues

    Pinning is dangerous, your program could be really broken on a graphics card with smaller memory than you intended. At the end of the standardization process it will probably become a mere 'hint' anyway.

    An alternative might be to treat the memory management as a generational garbage collector, with user hints on what generation things should fall into. Rather than specify a particular management scheme, the programmer could hint at how dynamic the object would likely to be, say for instance ranking them from 0-7, with 0 being transient and 7 being pinned. Alternatively the systems themselves could become more intelligent, tossing everything into the transient area, and migrating them upstream automatically when the transient area starts to fill up.

    Another useful operation would be to hint flushing everything below a certain level. So for instance you could give Everquest character models a level 5, the terrain a level 4, mobs a level 3, and various effects and candy at lower levels. Then on zone you would just specify a flush of levels 4 and under to clear that memory, while leaving the character models intact.

    For added flexibility to this model, multiple different memory pools could be managed in this fashion. It remains to be tested whether that would be worthwhile or not.

    Well, that's all I could think of off the top of my head. Good luck on OpenGL 2.0!

    Michael

    1. Re:Misc first impressions by norculf · · Score: 0, Troll

      It's almost as if you've never coded before in your life.

    2. Re:Misc first impressions by Jurjen+Katsman · · Score: 1

      And you've probably never coded or thought about vertexshaders, because what he is saying makes a lot of sense.

  18. OpenGL ARB Meeting notes by Namarrgon · · Score: 3, Informative
    Available here.

    There's a lot of discussion on how/when/why they want to move forward to OpenGL 2.0. Gives some interesting insights into how these things are done.

    Also, there's some talk about nVidia's new position on opening up their vertex shading IP, GL_vertex_program_NV vs. ATI's GL_EXT_vertex_shader, and which approach would be better for OpenGL 2.0 (low-level vs. high-level).

    --
    Why would anyone engrave "Elbereth"?
  19. Re:but we already have directx by Jurjen+Katsman · · Score: 3, Insightful

    Jeez. Major trolling.

    Or do you actually believe everything you just said?

    The Structure of Array link is actually fairly interesting, but if you think about it it has no meaning to this argument. OpenGL has allows allowed you to specify seperate streams, but X/Y/Z are still bound together. That's not SOA, and not what Intel likes. When you get down to it the whole SOA thing was basically just Intel making up excuses and workarounds for poor CPU design.

    In fact most modern hardware (Radeon, Geforce) will prefer it if you pack all your vertex components together, as DirectX has always worked. This all to make more efficient use of memory bandwidth.

    Ofcouse that link to Paul Hsieh's site is ancient, and reflects a persons opinion of a battle that raged years ago, based on years old facts. Not all that interesting really.

  20. Good idea, too late. by Invisible+Agent · · Score: 2

    Great, they're closing the barn door after the livestock has left.


    Seriously, why now? This could have easily happened long ago, before Nvidia crushed the competition. I don't like the world where looking to open source (or even just open discussion) is the last resort of a dying technology.

    --

    Invisible Agent
    This post is a mirror; when a monkey stares in, no hacker gazes out.
    1. Re:Good idea, too late. by Anonymous Coward · · Score: 0

      I bet you are one of those *BSD is dying trolls, aren't you? Probably an MSCE too.

    2. Re:Good idea, too late. by Anonymous Coward · · Score: 0
      NVidia has not crushed it's competition. look ATI's new Radeons or this promising new player, Kyro and think again.

      NVidia's chips are fast but they lack finesse. NVidia is mainly capitalizing on it's existing technology and pushing it to all markets where applicable. there's plenty of room for ATI and others to thrive, they just have to find the right direction and get more serious about making radical new products and technologies.

      For example, we've yet to see the killer app on linux desktops and NVidia's closed drivers policy isn't helping much.

    3. Re:Good idea, too late. by AndrewHowe · · Score: 2

      Kyro isn't a new player, it's a rebadged and turbocharged PowerVR.

  21. Re:acrobat reader by Anonymous Coward · · Score: 0

    Acrobat plugin for Netscape works in Netscape and in Konqueror on Linux too. What's your point, fuckstick?

  22. In similar news... by mattkime · · Score: 3, Funny

    In similar news...

    Linus Torvalds proposes to kick Bill Gates.

    It is uncertain as to whether the world's richest man will propose a retaliation kick. Such a proposal could be viewed as a sign of weakness. It should be noted that while Gates is phyiscally much smaller than Torvalds, microsoft operating systems have a much larger market share than linux.

    --
    Know what I like about atheists? I've yet to meet one that believes God is on their side.
    1. Re:In similar news... by Crazy+Viking · · Score: 0

      > microsoft operating systems have a much larger market share than linux

      In some markets that is (e.g. desktop computing) while in some markets it is the other way around...

      ---
      I really do hope there is an after life. After all, I enjoy after ski much more than skiing.

    2. Re:In similar news... by Anonymous Coward · · Score: 0

      Have Linus's wife kick Bill instead. She's a martial arts champion, so a kick from her would be pretty vicious :)

    3. Re:In similar news... by pudge_lightyear · · Score: 1

      I think that Linus should start going around kicking people at random. This sort of behavior would definately bring attention to linux as it's creator would be headlined in the paper each day with "Linux creator kicks mayor of Houston" or "Linux's Linus kicks local Joe in pants". Attacking Bill Gates is very hard to do. You have to camp outside of his house for days, wait for his driver or someone to drive by hoping that he is in the car. Throw down a bunch of money on the road hoping to catch his attention. After he gets out to collect the free money, you have to charge his car, hoping one of his many body guards would not catch you before you delivered that swift, refreshing kick in the pants to M$'s ruler. I'm not saying that it wouldn't be worth it, and believe me, I've tried, but for someone in Linus's position to attempt such a dangerous act would be almost unthinkable. I say stick to the average Joe or random politician Linus. They're much easier to get to and there are many more of them.

  23. Re:OpenGL by spectral · · Score: 2, Informative

    Can you provide an example of how it's dying? It's evolving, that's what this whole article is about, one of the largest revisions/additions/etc. to the OpenGL specification since it was made (hence the major version # increase). If you're going solely by games, well, most develop for Windows. In Windows, drivers seem to be optimized for D3D. So games use D3D. Plus, they're using the rest of the DX suite for sound/input/etc. anyway, why not? These are the same people who don't care about portability.

    So basically, You're just a troll. And I've been trolled. Damnit :)

  24. Re:OpenGL by armichae · · Score: 1

    >Plus, they're using the rest of the DX suite for sound/input/etc. anyway, why not? These are the same people who don't care about portability.

    They should care. Operation Flashpoint is a great game that has just been bitten by this lack of portablility. As BIS are tied into DirectPlay for online gaming they are unable to produce the Linux dedicated server that would enable the game to be hosted by online game services like Jolt.co.uk. As it stands now the game is hosted by a few people at home, while there are hundreds of Return to Castle Wolfenstein servers - and that is just for a 1 level preview!

  25. something very important by Anonymous Coward · · Score: 0

    slashdot should make it so the mods can mod trolls, and flamebait to -2 or even more down. what a great idea. and everyone, i want you to respond to this post agreeingly...with flamebait and other trolling as well!

  26. You better by Anonymous Coward · · Score: 0

    Ask Jeeves about that first!

  27. Multi platform games by ColdGold · · Score: 1

    This does make me feel old. I have been listening to news about the new great standard that will make games available for all platforms for longer than most slashdotters have been alive.

    It's a great idea but somebody please make it work before I die.

  28. Re:I got a snake by Anonymous Coward · · Score: 0

    shoulda fed it some Arab towel heads.

  29. don't forget Allegro by Achilleas · · Score: 0

    check out Allegro... Allegro is a multimedia library for Windows, Linux, Dos, BeOS, MacOS etc.

  30. Re: by ColdGold · · Score: 1

    Have you ever worked with a Moslem? Have you ever had a conversation with one? Do you know any Moslem who would say that you were their friend? They are not all the same. The Renaissance that started the culture in which we live is due to the Arabs who kept the knowledge that we lost. The numbers that we use to count with come from the Arabs. The names of half the stars come from the Arabs.

    Some Arab words in English: logarithm, algebra, sheriff and many more

    The newspapers tell truth and lies together.

  31. OpenGL ARB meeting minutes by mib · · Score: 1

    Sure, but the latest OpenGL ARB (Architecture Review Board) minutes also have this comment from Bimal Poddar (Intel):

    Devil's Advocacy question: why do we want OpenGL to survive? If IHVs can't articulate this and drive progress, it won't survive.

    A "devil's advocacy" remark at an ARB meeting, but maybe not so far fetched in reality. - Mike (OpenGL dabbler)

  32. One serious problem with this. by Lord+Kano · · Score: 1

    DirectX is so prolific, and MS has people who do nothing but provide support to developers for DirectX. If there is an issue with DirectX, MS patches it (how well they do that is another issue).

    It's going to be a HARD sell to get development companies to move away from DX. More than 90% of the games you are going to sell will be for a platform that supports DX.

    If you have a team of well paid developers who have several years developing for DX, why does it make sense to switch?

    Though, I know this is not possible, I'd love to see an "embrace and extend" approach to this. Make an API that is "compatible" with DX, but has some "features" that DX does not support.

    I know this is fanciful, but everyone is entitled to a dream, right?

    --
    "Hi. This is my friend, Jack Shit, and you don't know him." - Lord Kano
    1. Re:One serious problem with this. by Anonymous Coward · · Score: 0

      Well, don't forget that NVIDIA does much the same thing for OpenGL. (Has dedicated evangelists, and fixes bugs.)

    2. Re:One serious problem with this. by DrXym · · Score: 2
      DirectX is prolific because it works and provides easy access to advanced funky effects. If OpenGL 2.0 offered the same level functionality *and* was cross-platform, I seriously doubt anyone would bother with DirectX anymore.


      After all, why lock your game into one platform when another equally good API allows you to port to other platforms (including consoles) with relative ease? Certainly you'd have to port all the sound and controller stuff but that's chicken feed compared to porting a game engine.

    3. Re:One serious problem with this. by Namarrgon · · Score: 2
      The number one reason DirectX is popular among developers is because every consumer vendor has a decent DirectX driver, and few have decent OpenGL drivers.

      DirectX was much simpler when it first came out, so was easier to implement. It had Microsoft's weight behind it, it was being steadily improved, and it supported 90%+ of the target market. So vendors implemented drivers for that as part of their normal Windows support.

      A few (luckily influential) die-hards (like Carmack) used & promoted OpenGL, which forced minimal support from vendors (remember 3dfx's mini-driver?), but few vendors bothered to go the whole way & write a full OpenGL ICD.

      Direct3D was the lazy way out, so that's what people got.

      --
      Why would anyone engrave "Elbereth"?
    4. Re:One serious problem with this. by Anonymous Coward · · Score: 0

      DirectX is so prolific,

      Are you kidding? There's only one implementation, and it only runs on one OS. I have a lot of computers at home and not a single one of them can run DirectX, but most of them have an OpenGL implementation of some kind.

      DirectX is obscure.

    5. Re:One serious problem with this. by Anonymous Coward · · Score: 0

      Perhaps you should find a dictionary and look up the entries for "prolific" and "obscure". You might be surprised at what you find.

  33. Re:I hate Moslems by Anonymous Coward · · Score: 0

    I can't believe I'm even replying to a trolling flamebait post such as yours, but if you are going to 'kill them all', then it's *Allah* who will be doing the sorting out. You don't know a single thing about Islam, do you?

  34. Re:I hate Moslems by Anonymous Coward · · Score: 0

    Allah is God, you retard.

  35. Re:I hate Moslems by Anonymous Coward · · Score: 0

    I hope the FBI tracks down you and every other terrorist sympathizer. You need 3 life sentences without possibility of parole, to be served as the butt boy for some big black bucks. Oh, but a homo like you would probably enjoy that.

  36. Re:I hate Moslems by Anonymous Coward · · Score: 0

    A-fucking-men brother. Arabia is going to be one smoking sheet of radioactive glass before this thing is over. Toasted towel heads under glass.

  37. Kill All Muslims. Mohammed is a faggot butt fucker by Anonymous Coward · · Score: 0
    Fuck that shit.

    We have a saying hear in the good old USA - ``What have you done for me lately?'' Don't need to be a rocket scientist to answer that one.

    Now is the time to exterminate Islam. As long as there is one raghead left standing, there can never be peace. Death to all Muslims.

  38. Final troll by Anonymous Coward · · Score: 0

    Please pay the troll at the troll bridge thank you.

  39. better language bindings needed? by wrinkledshirt · · Score: 2, Insightful

    In my opinion, if you're comparing DirectX and OpenGL then you're really talking about group multimedia projects, and I really think that sticking it out in C isn't the way to go for that.

    I love C, but there are huge design benefits in going OO with C++. Eventually you'll get to the point where there'll be a large body of accepted base classes that should handle all the standard 3D objects you might need for a game, and then you won't have to (eg) search all over the internet to find obscure libraries in beta form just to get your program to load a model from a 3D cad program.

    --

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

    1. Re:better language bindings needed? by Junks+Jerzey · · Score: 2

      I love C, but there are huge design benefits in going OO with C++.

      Then use C++ for your game code. There is no need to make OpenGL be object-oriented.

  40. DRI layoffs by Ax0n · · Score: 1

    Are we perhaps forgetting about VA Linux laying off some of the key developers of GL software for Linux less than a week ago?

    Sure, OpenGL 2.0 would be nice, but a nice spec isn't going to do us alot of good unless we can develope drivers and implement it.
    VA Linux shut down their professional services organziation, which was funded by a number of other projects for graphics vendors and for other graphics research organizations.

    3D Labs wants to kick things into high gear and start pushing for an open collaberation on OpenGL 2.0, what are they going to do about the lapse we are going to see in card drivers and the rendering infrastructure on these open platforms that no longer have developers?

    I think what 3D Labs is doing is a Good Thing(tm), but I heard someone say somewhere that perhaps they arrived a bit late and unless they are going to pick up the buck and run with it, I would have to agree.

    --
    -- Morgan Collins [Ax0n] http://www.morcant.net/
  41. Re:Up with OpenGL! by Anonymous Coward · · Score: 0

    Microsoft droolz!

  42. OMG by Anonymous Coward · · Score: 0

    What crachead modded this interesting..? It's true that most of us want to know what JC has to say about this, but the interesting part is what he actually says, not some guy stating it would be cool to have him throw a comment.

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

      maybe because that "crackhead" thought that if it's modded up, JC might probably see it and make a statement we are waiting for?

  43. What have you done for me lately? by Greeneyedbabe · · Score: 1

    So the the rest of the world only exists to make Americans happy? Arabs have to make Americans happy. Europeans have to make Americans happy. Asians have to make Americans happy. I live in the wealthy west but all I see is the Bible-belt versus the Koran-belt. I think that the FBI are looking for you as an accomplice to Timothy McVeigh.

  44. ISVs abandoning OpenGL? Or just 3DLabs? by Anonymous Coward · · Score: 0

    The ARB meeting notes mention that ISVs are in danger of abandoning OpenGL. But I wonder just which OpenGL ISVs would do that.

    I divide OpenGL ISVs into three catagories:

    Game Developers
    Hobbiests / Researchers
    CAD / 3D editors

    Now 3DLabs doesn't sell any graphics cards to Game Developers, or game players, and there aren't many Hobbiests or Researchers, which leaves us with the CAD / 3D editor category.

    But it's unlikely that any of the CAD / 3D editor ISVs will abandon OpenGL, because they all have non-Windows platforms, and if they switch to DirectX it means they would have to abandon their non-Windows platforms.

    What I think is happening is that these ISVs are threatening to support only NVIDIA and ATI graphics cards -- both of which have OpenGL extensions for the latest DirectX features. So the problem for 3DLabs is that the ISVs are going to abandon OpenGL support for non-NVIDIA, non-ATI graphics cards. (Which would kill 3DLabs.)

    My guess is that it's SoftImage XSI 2.0 (which apparently has full support for NVIDIA pixel shaders) that's causing the problem. Presumably a future version of Maya will have to do the same thing to stay competative.

    Still, OpenGL 2.0 sounds like a good idea for the OpenGL community. (As well as an absolute requirement for 3DLabs!)

  45. Is OpenGL really superior? by Anonymous Coward · · Score: 0
    Quote from Direct3D node at everything2.com :
    (thing) by JGalt (print) ? Mon Mar 19 2001 at 00:56:17 UTC


    As of DirectX 8 I'd have to question D3D's inferiority to OpenGL. We find in complex medical simulations that we get significantly better performance from D3D, as well as a range of features not available in OpenGL. Examples of such features are vertex and pixel (geometry and surface) shader programming systems, support for skinning and vertex blending through matrix math, and a bunch of other stuff.
    Is there benefit in dropping DirectX?
    1. Re:Is OpenGL really superior? by Anonymous Coward · · Score: 0

      Crossplatformness, and not being controlled by one company are benefits in my book.

  46. Re:I hate Moslems by Anonymous Coward · · Score: 0

    If we nuke them, will you promise to be standing downwind to, uh, watch it?

    Go on, it'll be fun, you know you want to. Take some redneck friends in your pickup, make a good week of it.

  47. Weird man, weird by Graymalkin · · Score: 2

    Game developers have to develop where the market is. Game developers aren't scratching their heads in a huddle making sure some vertex shader is going to work on a MIPS box as well as a Intel one. They also aren't wondering if they ought to code some API extensions used by a chip that is in a fraction of a percent of boxes. The ones clamouring for standards are the third tier and lower chip makers that have a fraction of the market penetration ATi and nVidia have. If you've got support for ATi, nVidia, and 3dfx you're set to go on just about everything. I'd bet the markets for the big three (now the big two) is fairly even considering the proliferation of ATi cards in OEM systems. Selling your game to a publisher doesn't necessarily entail providing support for every potential market, just the ones the publisher decides are important. A bulk of game developers and publishers won't bitch much about standards while they can hit an incredible percentage of the gaming market by focusing on one system. The developers and publishers look at it like this: what are the machines we're targeting being used for? If the answer doesn't involve the machine sitting idle with signifigant amounts of computing power (enough for the proposed game, aka most consumer Windows machines) the game probably won't be developed for the system. Macs enjoy a much wider market than linux systems and have vendor support for APIs and are still second tier for game developers because not enough of them are sitting on desks in the game purchasing consumer's home.

    --
    I'm a loner Dottie, a Rebel.
  48. It doesnt matter by MfA · · Score: 1

    Without support from NVIDIA/ATI/IMG/etc there is very little justification for these projects (ATI and IMG have said they will use closed source drivers for their new cards, NVIDIA has made its policy clear a long time ago).

  49. This fills me with optimism by steveheath · · Score: 1

    I left 3D stuff a while ago, utterly bemused with the various complexities of D3D and OGL. There was a lot of legacy stuff in there and little fiddly bits that were in 'just because'. Now I presume there will be a refactor in the light of various progresses in the field. I believe refactoring to be a GOOD THING (tm).

    OGL2 will be 100% backwards compatible. Well, that could be either good or bad.. If we end up with so much legacy kak the new version will just be a bigger more combersome beast than before. Remember the DOS/windows incarnations.. eugh.. But it can still be done well. Refactoring need not mean throwing away + starting from scratch.

    I've done some Java3D.. that's fairly nice, fairly fast and I hope some of those lessons are fed into OGL2, along with things that other lib-developers have learned. Afterall, OGL ought to be faster and more widely used, given it's foothold (however weak some might percieve it to be).

    I really hope that OGL2 will become ther real OPEN standard for 3d programming. Various little-libs have surfaced to hide the old OGL/Dx, but it's time for those to be set aside as the core tech becomes the thing to use.

    Quick note on 'extras', should OGL include libs for keyboard/mouse/sound/controller access? Well, I honestly don't know the answer, but my guess is that there should be hooks for plugging such things in, but I also think that OGL should be focussed on the job in hand: rendering fast, amazing 3D graphics.

  50. Re:but we already have directx by nathanh · · Score: 2
    In fact most modern hardware (Radeon, Geforce) will prefer it if you pack all your vertex components together, as DirectX has always worked.

    Just like OpenGL's interleaved vertex arrays.

    Circa ... 1996?

  51. Re:but we already have directx by Phleg · · Score: 0

    Yes, that Hsieh link is fairly old, but I find it a good primer for those who haven't really paid attention to the debate.

    As someone who's worked with both DirectX and OpenGL, I can honestly say that it is much simpler to work with OpenGL. Direct3D took me weeks to even begin to get the hang of, while OpenGL was intuitive enough to be fairly straightforward to learn. Not to mention, most of the programs I write are faster in OpenGL. This might, however, reflect the fact that I spend more time on OpenGL, or that the OpenGL drivers on GeForces are spectacular.

    Any tool that makes it easier for a developer to do 3D rendering, is easier to debug because of simplicity, and just plain looks better in my opinion is a good thing.

    --
    No comment.
  52. Open GL 1.x s00ks by Anonymous Coward · · Score: 0

    It's hopelessness has doomed Open GL 2.0 before it has even come out.

  53. Hey, hey, hey, wait a sec there, chief! by hackshack · · Score: 1

    Let's see OpenGL 1.5 first. I'm tired of software dev'rs artificially bumping up version numbers for no reason. Christ, Deneba skipped Canvas 4 altogether, going from 3.5 to 5.0- what's the deal? And Photoshop 5 vs. 5.5- they include one extra bit of external software- what the hell was that? Heck, why not just bump it from 1.3 to 9.0 in order to "surpass" DirectX- it's about bloody time!

    1. Re:Hey, hey, hey, wait a sec there, chief! by Anonymous Coward · · Score: 0

      Netscape tried to do that to "bypass" IE. IE ended up releasing version 6 of their browser before Netscape did.

    2. Re:Hey, hey, hey, wait a sec there, chief! by Anonymous Coward · · Score: 0

      And those Microsoft PR peeps !!!
      Moving from 98 to 2000 leaving out 99 100 101 102 103 104 105 ....

  54. Cross Platform is the only way... by Thaidog · · Score: 0

    DirectX might be a great API but it means nothing outside of game play. OpenGL is the future since its cross platform. This type of thing can sometimes cause alot of trouble in this industry... it's good to have choices but a solid standard is needed to see who's got the talent / money. And since it's open, everybody can contribute to it.

    --

    ||| I still can't believe Parkay's not butter.

  55. Same old arguments by pkesel · · Score: 1

    This is the same old argument of 'Standard interace vs. proprietary interface'. Proprietary ALWAYS wins because if everyone's the same no one has an edge. Companies out to make money are not going to give away or give up the edge that the proprietary extensions give them.

    --
    - Sig this!
    1. Re:Same old arguments by Eugene+O'Neil · · Score: 1

      Proprietary does not "always" win. Proprietary interfaces only win for as long as companies can fool consumers into lusting after new features. Sooner or later, the consumers will start saying "gee, all of these cards have way more features than I need, I guess I'll just get the cheap one." That is when the companies will have to stop competing on the basis of features, and start competing on the basis of price.

    2. Re:Same old arguments by Doomdark · · Score: 2

      Yeah, that's why IBM PC compatible clone market died in 80s; nobody wanted non-proprietary hardware platform. Same for the TCP/IP and WWW on 80s and 90s; neither had a chance against cool stuff like decnet, netware and various cool hypertext protocols that rule nowadays.

      --
      I like paying taxes. With them I buy civilization -- Oliver Wendell Holmes
    3. Re:Same old arguments by Anonymous Coward · · Score: 0

      ...and then there's MIDI. DX7 out in when? 1983? Midi is still the core control mechanism for todays digit junk, and you can't exactly claim this crappy old standard has held back synth technology.

      Okay, the cool stuff stopped getting made around the same time. But that's another issue.

    4. Re:Same old arguments by be-fan · · Score: 2

      Kinda like how Glide won? Or MeTaL? Or PowerSGL? Direct3D is not extendible (game developers stopped MS from making it extendible) and it owns the majority of the consumer 3D market. All the graphics cards makers are actively in support of it, while most offer less support for OpenGL. The fact that a standard interface like DirectX allows manufacturers to reach *everyone* with a 3D card, not just those with particular 3D cards outweighs any advantages of proprietory APIs. The game developers like it because it simplifies development for them. The hardware manufacturers like it because it broadens the use of 3D hardware. Consumers like it because they aren't stuck buying unsupported crap (generally...)

      --
      A deep unwavering belief is a sure sign you're missing something...
  56. Krout.. by Anonymous Coward · · Score: 0

    I'm sure jantzi loves you wasting university bandwith.

    guess who.

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

      Casper, Pizzo, or Foster?

  57. Re:but we already have directx by cass_everitt · · Score: 1


    Regarding your statement: "In fact most modern hardware (Radeon, Geforce) will prefer it if you pack all your vertex components together, as DirectX has always worked. This all to make more efficient use of memory bandwidth. "

    For GeForce this is NOT true. The cache for DMA transfers of non-interleaved arrays makes it just as good as interleaved arrays (or packed components). The primary exception here would be if padding were necessary for an individual array (eg GL_SHORT normals).

    In general, it's much more important to write sequentially to AGP memory since the memory is uncached. This usually means that static vertex attributes should be *not* be interleaved with dynamic ones.

    Thanks -
    Cass

  58. beware the troll trap here by Anonymous Coward · · Score: 0

    sigh, another BS post from some stinking MS appologist. It seems that every Slashdot story these days has one of these, invariably posted early and marked up to +5, with long winded enthusiatic support replies. Every one of them, like the Steven Barkto originals, praising the M$ implimentation and directly or indirectly contradicting the whole point of the posted article! Never are these pieces of crap honest, informative or useful. So, the uncareful reader is led astray.

  59. your sig file by sirinek · · Score: 1
    Please feel free to share why you think kinkatta sucks less than gaim. Does kinkatta support yahoo, msn, icq, and jabber? I'd have to say NO based on reading their website. And that counts for a lot. gaim does pretty much any necessary AOL IM feature, like chat groups and of course one-on-one chat. It even does buddy icons (fluff, i know). And its stable. The *only* benefit I can see from using kinkatta would it'd look like the rest of my kde apps (I am a kde user)


    siri

  60. Infine loops. by Anonymous Coward · · Score: 1, Funny

    For instance, you could stall your pipeline with an infinite loop

    That's easy - just get a faster CPU, it will execute the loop faster!

  61. Re: by Zeno_1 · · Score: 1

    Actually its Muslim, not Moslem..

  62. Clarification on vertex shaders by UnknownSoldier · · Score: 3, Interesting
    > Game developers have to develop where the market is

    True, but us game developers also buggered up the market by NOT actively pushing OpenGL instead of D3D, and developing for D3D *when we HAD a choice*.

    There was even a petition to Microsoft to better support OpenGL for gaming, which Microsoft responded by ramming D3D down everyones throats.

    I'm just thankfull that Carmack didn't sell out - he's the primary reason OpenGL support for games is still around. The OpenGL-Game-Dev list traffic has unfortunately slowed down, but it's not dead (yet.)



    > Game developers aren't scratching their heads in a huddle
    > making sure some vertex shader is going to work on a MIPS box as well as a Intel one.

    You don't do any PS2 coding do you? ;-)

    When your game is simulatenously being ported to X-Box, and the PS2 you need to re-implement the vertex shader natively on each hardware. It would save a LOT of time if us developers could use just ONE vertex shader description language for BOTH platforms !



    > A bulk of game developers and publishers won't bitch much about standards
    > while they can hit an incredible percentage of the gaming market by focusing on one system.

    And loose 1/2 your sales?! That's the reason a standard exists - so we DON'T have to code specifically for one card !

    Game developers want to maximize their sales with the least amount of work.

    Rest of your comment is correct.
    ~~~

    WTF is "Your comment violated the postersubj compression filter. Comment aborted" and why isn't it in the FAQ ?

  63. DirectX does only three things by yerricde · · Score: 2

    The author of the post, and the person who posted the story, clearly wanted to make a comparison between OpenGL and ALL of DirectX, which as as mentioned before, is ludicrous because of all the stuff OpenGL is lacking.

    DirectX does only three things: graphics, sound, and input. OpenGL handles graphics, GLUT handles input, and OpenAL can do sound. Other multimedia programming libraries include Allegro, SDL, and ClanLib, all of which can coexist peacefully with OpenGL graphics.

    --
    Will I retire or break 10K?
    1. Re:DirectX does only three things by Steveftoth · · Score: 1
      DirectX is a monster, it does more then just 3 things. According the newest SDK from MS, here are the features of 8.1

      Microsoft® DirectX® 8.1 is made up of the following components.

      DirectX Graphics combines the Microsoft® DirectDraw® and Microsoft® Direct3D® components of previous DirectX versions into a single application programming interface (API) that you can use for all graphics programming. The component includes the Direct3DX utility library that simplifies many graphics programming tasks.
      DirectX Audio combines the Microsoft® DirectSound® and Microsoft® DirectMusic® components of previous DirectX versions into a single API that you can use for all audio programming.
      Microsoft® DirectInput® provides support for a variety of input devices, including full support for force-feedback technology.
      Microsoft® DirectPlay® provides support for multiplayer networked games.
      Microsoft® DirectShow® provides for high-quality capture and playback of multimedia streams.
      Microsoft DirectSetup is a simple API that provides one-call installation of the DirectX components.


      Also, you can use DX from VB and before they killed support for it, Java as well. Why would you want to use it from VB/Java? Prototyping a game is a good idea. Anyway, DX will win because in the end, programmers (in the general sense) are like everyone else, they are lazy. The API that provides the most bang for the buck will win.
    2. Re:DirectX does only three things by be-fan · · Score: 2

      DirectX does only three things: graphics, sound, and input.
      >>>>>
      That's like saying that all Linux does is run programs!

      OpenGL handles graphics
      >>>>>
      Well, but Direct3D is a tad ahead at the moment.

      GLUT handles input,
      >>>>>
      But if infinately weaker than DirectInput

      and OpenAL [openal.org] can do sound.
      >>>>>
      But does it do MIDI like DirectMusic?

      Then what about protocol-independant multiplayer (DirectPlay), and multimedia (DirectShow)?

      Other multimedia programming libraries include Allegro [sourceforge.net], SDL [libsdl.org], and ClanLib [clanlib.org], all of which can coexist peacefully with OpenGL graphics.
      >>>>>
      They can do the same with DirectX, but because of all of DirectX's features, you don't need extra libs.

      --
      A deep unwavering belief is a sure sign you're missing something...
  64. Who carez by Otis_INF · · Score: 2

    There is hardware. That hardware is owned by your targetgroup. That targetgroup will buy/use your application. What do you do? That's right! You use the API that will make the targetgroup able to run your application on the hardware they own. Does the targetgroup care which api, which dll's, which 3d object format etc you use? No. They probably don't even know what a 'vertex' is.

    So if you have to use OpenGL, use OpenGL. If you have to use D3D, use D3D. Being productive, THAT's the key here. Not the emotional connection with any API. Save the emotions for a hobbyproject.

    --
    Never underestimate the relief of true separation of Religion and State.
    1. Re:Who carez by rit · · Score: 1

      The benefit to an Open API like OpenGL is that it is cross platform, and cross hardware.

      Lets examine a few things:
      1) DirectX is Windows only. Developers who develop under DirectX/D3D have a harder time porting from platform to platform because of the API.
      2) Let's look at a more closed API, which you claim is just fine. 3Dfx for example. For a long time when 3dFx took over the gaming graphics market, it used a proprietary API called 'glide'. The problem arose when new, better video cards came out. They couldn't run the Glide apps, and everyone was developing JUST for glide. So new manufacturers had a hard time, as did customers.

      Using an Open API like OpenGL allows cross platform, cross hardware development much easier. It simply requires a manufacturer releasing an OpenGL ICD for their card, and their card runs OpenGL (Assuming it's internal hardware meets the requirements of the application in question).

      Companies looking to port their app to multiple platforms have a much easier time; OpenGL is available on most major platforms such as Unix, Windows and Mac.

  65. Thank You! by Anonymous Coward · · Score: 0

    To the 2 long posts immediately above. You have absolutely proved my point: You are both hate-filled bigots who want nothing less than to exterminate people who are different from you.

    You have shown the true face of the anti-gay crowd: kill 'am all, right? I bet you both tone your rhetoric down in public for fear of being shouted down. Being anonymous here, you can reveal your true feelings.

    To anyone else reading this thread: when you spout anti-gay rhetoric, you're aligning yourselves with psychos like these. Definitely not a good idea.

    President Bush has said that everyone now must decide if they are with us (the USA) or against us; we must all choose sides. Well, boys, we now know what side you're on: the side of hatred and repression.

    Enjoy your backwards, in-bred lives. I'll enjoy my open-minded and free one, free from hatred and judgementalism.

    Oh, btw, I'm straight. :)

  66. Notes from the OpenGL ARB where 3DLabs presented by dmouritsendk · · Score: 1

    ...their idea )
    OpenGL ARB meeting notes
    Notice this:
    Action: John Stauffer volunteered Apple to lead the short-term unification work. 3Dlabs volunteered to lead the long-term 2.0 work.

  67. What is XBOX? by Anonymous Coward · · Score: 0

    Hmm. Ever heard of Xbox?

  68. ease of installation by mark_lybarger · · Score: 1

    i gotta say getting DRI, OpenGL, SDL or whatever working on a linux box does not seem as easy as applying some directx patch MS puts out. i've got an ATI AIW 128 32MB AGP card, and it goes something like this: build and install XFree86 4.1.0 from source (this gets the games working ok), next, build and install ati.2 drivers from the wonderfull livid folks. this gets xawtv working. build a new kernel, install kde, any system changes, (move your mouse the wrong way), and rebuild and re-install them all again. don't get me wrong, once it's installed and working, it works great (i wish i had the ability to record the xawtv streams to avi files), but getting it up seems to have a STEEP learning curve.

  69. Right-wing lies by Anonymous Coward · · Score: 0

    gay men are still, and have always been, the #1 'breeders' for AIDS.

    Not exactly. Gay men used to account for 80-90% of all reported cases of HIV & AIDS. According to the CDC:

    "In 1999 alone, 15,464 AIDS cases were reported among MSM (men who have sex with men), compared with 10,138 among IDUs (intravenous drug users) and 7,139 among men and women who acquired HIV heterosexually."

    link...

    In other words, in 1999, new AIDS cases among gay men accounted for less than half of all new AIDS cases. While they still are the single group with the largest number of new cases, their respective percentage of all new cases has been dropping and continues to do so.

    must be why the lezbos don't get AIDS as much.

    "As much" Hmm.... Typical right-wing FUD. As I said, AIDS among WSW (women who have sex with women, the CDC's abbreviation, as are the others I mentioned above) is practically non-existant. Again, from the CDC:

    "Through December 1998, 109,311 women were reported with AIDS. Of these, 2,220 were reported to have had sex with women; however, the vast majority had other [Picture] risks (such as injection drug use, sex with high-risk men, or receipt of blood or blood products). Of the 347 (out of 2,220) women who were reported to have had sex only with women, 98% also had another risk-- injection drug use in most cases."

    Let's do the math: of the 347 women with new AIDS cases who only had sex with women, 98% had another risk fact, like IDU. Lessee: 2% times 347 equals
    ~7 PEOPLE! So out of 109,311 women with AIDS, exactly 7 had only the risk factor of being a lesbian. "As much" indeed...

    As a final note about lesbians:

    "A separate study of more than 1 million female blood donors found no HIV-infected women whose only risk was sex with women."

    See that, Mr. Dittohead? NONE! Put that into your right-wing pipe and smoke it.

    link...

    The government funds AIDS research because it the potential to affect everyone. If we cut off government-sponsored AIDS research, then thousands of babies and straight men & women (and yes, gay men too) would die unnecessarily.

  70. The OpenGL Architecture Review Board discussion by Animats · · Score: 2
    The "OpenGL 2.0" proposal was discussed at the last OpenGL Architecture Review Board meeting. There are mixed feelings about this proposal. The big question is whether to abstract or expose the hardware.

    Organizational support for OpenGL continues, but it's not like the days when SGI was really pushing it. The Farenheit debacle turned off many people. Apple is still OpenGL oriented, but support is weak. From the minutes of the last meeting: "The next meeting date is set for Tue-Wed, December 11-12, 2001. Apple is tentatively willing to host again, if needed - the food budget was a bit of a problem for them this time."

    What this proposal really calls for is a sort of "RenderMan Lite". The concept is very like RenderMan, with programmable shaders written in a C-like language.

    This is an instance of the "programmable peripheral" problem. There's always a temptation to put programmability in peripheral devices. The usual problems of embedded systems programming apply - a special toolset is needed for the target system, debugging support is usually weak, and synchronization between host and target is complicated. That's why programmable peripherals are rare. (For example, we don't usually see the ability to put the file system in the disk controller, or the TCP/IP stack in the Ethernet controller, although hardware has been built and sold for both of those functions.)

    What usually happens is that agreement emerges on what functionality a device should export, and device controllers implement that functionality, rather than exposing their innards.

  71. *I* wouldn't support a video monopoly... by Sj0 · · Score: 1

    contrary to what many seem to think, it's not so easy to monopolize an industry (MS won theirs through finance when all the other players were busy coding). I know that *I* wouldn't code for Ndiva cards only, and neither would any other programmer who had to put food on the table. Even games which were Glide driven had a software mode (and usually a d3d mode too)

    The market has made much more money by being open and allowing competition than by using APIs meant for one system

    Or are you still using S3 MeTaL?(I'm not)

    One other thing to notice is that Nvidia made their fortune my making a video card *without a specific API*. Their card was designed specifically to run on windows d3d, which saved them money. I think the best way for Nvidia to keep making money is to keep making the fastest cards on the planet.

    --
    It's been a long time.
  72. Re:MDIG by Mr.+Piccolo · · Score: 1

    Coltrane, man. Coltrane.

    or Charlie Parker, or Dizzy Gillespie.

    --
    Glückwünsche, haben Sie Slashdot ermordet, indem Sie zum korporativen Druck beugten und Subskriptionen einlei
  73. Re: by Anonymous Coward · · Score: 0

    All I can see are the pictures of the Muslims over in Pakistan cheering as New York is up in flames... oh how pissed I was to see that!!!

  74. Best API != Success by sethdelackner · · Score: 1

    DX will win because in the end, programmers (in the general sense) are like everyone else, they are lazy. The API that provides the most bang for the buck will win

    Programmers are lazy, so they will use the API that is either chained to their neck (Windows' basic interface API) or the 'best bang for the buck.' Since most everyone in the commercial software world has at least a few major APIs hanging from that iron chain (Windows), 'best' is not the winner.

    And NO Linux is not the end-all-be-all home to the "best" APIs. The history of computing is littered with the smoking wreckage of companies that produced "the best" and found that all their customers already had "crappy enough" chained to their necks. And if you think companies are evil then I hope you enjoy your free Quake clone.

  75. OpenXL vs. DirectX by yerricde · · Score: 1

    That's like saying that all Linux does is run programs!

    Which would be correct. Linux is a kernel; a kernel's job is to run programs.

    Well, but Direct3D is a tad ahead at the moment.

    Just a tad, and DirectX Graphics's superiority is in areas that require hardware that most consumers (early adopters excluded) do not yet own. Even so, I hope Microsoft is enjoying its fleeting precious moments of superiority because they will end very soon.

    But if infinately weaker than DirectInput

    Or "GLUT is infinitely weaker than DirectInput." Could you elaborate?

    But does it do MIDI like DirectMusic?

    The sound quality of the General MIDI support on most consumer-grade sound cards sucks, and General MIDI has never been good for many genres of electronic music. Point me to a .mid file doing a good impression of a tb-303 to convince me otherwise. Why else did Unreal Tournament use S3M, XM, and IT tracked music instead of MIDI, and most newer games like q3a use streaming MP3 or ogg anyway?

    Then what about protocol-independant multiplayer (DirectPlay)

    The sockets API is also protocol independent and can support any protocol for which your sockets implementation (such as BSDsock or Winsock2) has a backend.

    and multimedia (DirectShow)?

    Why can't you use the game engine (built on d3d+dsound or opengl+openal) to do cut scenes, as Metal Gear Solid and Zelda 64 do? Or do you have some other reason for wanting to play movies?

    [Allegro, SDL, and ClanLib] can do the same with DirectX, but because of all of DirectX's features, you don't need extra libs

    All three libraries have DirectX backends, but they also have backends for operating systems not controlled by Single Point of Failure Corp.

    --
    Will I retire or break 10K?
    1. Re:OpenXL vs. DirectX by be-fan · · Score: 2

      Which would be correct. Linux is a kernel; a kernel's job is to run programs.
      >>>>>
      But those words carry a far larger meaning than the sentence implies. DirectX does only do sound, graphics, and input, but those words understate its power.

      Just a tad, and DirectX Graphics's superiority is in areas that require hardware that most consumers (early adopters excluded) do not yet own. Even so, I hope Microsoft is enjoying its fleeting precious moments [gocollect.com] of superiority because they will end very soon.
      >>>>>>>>
      Why? The link you provide doesn't have anything to do with DirectX or OpenGL, so I surmise that you have no proof that OpenGL will suddenly stage a comeback. Even if OGL 2.0 gets rolling right now (it won't) it will quite awhile before the glacial-paced ARB will produce something useful.

      Or "GLUT is infinitely weaker than DirectInput." Could you elaborate?
      >>>>
      Read the GLUT API, then read the DirectInput API. Juding from the GLUT 3.7 API reference GLUT supports three button mice, keyboards, and spaceballs. DirectInput can be programmed to handle anything, from mice with dozens of buttons buttons to 6 axis force-feedback joysticks to full-body cybersex suits. Also, GLUT's callback-based mechanism doesn't exactly scream "performance" in a game setting.

      The sound quality of the General MIDI support on most consumer-grade sound cards sucks, and General MIDI has never been good for many genres of electronic music.
      >>>>>>>
      That's why DirectX doesn't use standard MIDI support anymore. On cards that have poor MIDI support, MS uses its (pretty good) software synth.

      Point me to a .mid file doing a good impression of a tb-303 to convince me otherwise. Why else did Unreal Tournament use S3M, XM, and IT tracked music instead of MIDI, and most newer games like q3a use streaming MP3 or ogg anyway?
      >>>>>
      The music requirements of Q3 or UT aren't exactly terribly stressing. MIDI is uniquely suited to all sorts of things, such as dynamic adaptation to the game environment, that are hard to do with pre-recorded music. With DirectMusic, you can program scores that follow a general patterns, but fluctuate depending on conditions or at random times. The power is there, it is only a matter of time (DirectMusic only became mature fairly recently) until some clever developer decides to use it.

      The sockets API is also protocol independent and can support any protocol for which your sockets implementation (such as BSDsock or Winsock2) has a backend.
      >>>>>
      True, but DirectPlay is a *much* more integrated solution. It does lobbies, transport, all sorts of things.

      Why can't you use the game engine (built on d3d+dsound or opengl+openal) to do cut scenes, as Metal Gear Solid and Zelda 64 do? Or do you have some other reason for wanting to play movies?
      >>>>>>>>
      DirectX isn't necessarily just for games. You can use DirectX to get hardware acceleration for DVD playing and other multimedia uses. Also, many games use video quite well. The Final Fantasy series, for example, uses full motion video to a great effect. Also, game engines still aren't up to the quality of good FMV yet.

      All three libraries have DirectX backends, but they also have backends for operating systems not controlled by Single Point of Failure Corp. [google.com]
      >>>>>
      Yes, but their functionality is a fairly limited subset of DirectX's features. Also, it is not fair to criticize DirectX just because MS sucks. DirectX is a quality technology, Microsoft or not.

      --
      A deep unwavering belief is a sure sign you're missing something...