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OpenGL 2.0 White Papers

Timothy J. Wood writes "3DLabs has posted a series of white papers on OpenGL 2.0 covering topics such as improving parallelism, timing control, minimizing data movement programmable pixel pack and unpack and (most notably) a proposal for a hardware independent shading language."

5 of 129 comments (clear)

  1. Meeting minutes by Mr+Thinly+Sliced · · Score: 3, Informative

    Also of interest is the meeting minutes where the opengl panel discuss the implications of this leap, and raise some interesting questions:

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

    I'd be really sad to see OpenGL go. Its the only way I've been able to fart around with all that graphic lovelness since University, doing my bit with deformable objects.

    I hope they get their finger out and pull it off. Apple should be helping to sponsor this sort of thing really IMHO...

  2. Re:What about.. by Captain+Pedantic · · Score: 3, Informative

    Something like SDL you mean?

    --

    None are more hopelessly enslaved than those who falsely believe they are free. Johann Wolfgang von Goethe.
  3. Re:Way too late. by Mike+Connell · · Score: 4, Informative

    Not really. Most people using windows for 3d graphics in the workstation area are using a high end graphics card. By that I mean GeForce3 or faster.

    They all come with OpenGL drivers. You dont even notice that MS doesn't ship them. Install video cards drivers, get OpenGL.

    MS is really in a position to lose market here to Linux because of this: Linux on a PC with fast 3d (via nvidia for example) is infinitely more like the workstation being replaced than NT on a PC is.

    At the higher workstation end (higher than GeForce3), people aren't yet looking at windows because the hardware isn't there anyway.

    I think it'll be a while before OpenGL dies, especially as in all markets people are finally moving up the ladder - to scenegraph API's like this one.

    If the SG supports both DX and OGL backends then you dont even have to think about it.

    my random 0.02,
    Mike

  4. Re:What about.. by jonathan_ingram · · Score: 3, Informative

    *S*imple *D*irectmedia *L*ayer

    It's a very low level media abstraction library, together with a lot of small extensions which add support for image processing, truetype fonts, sound mixing, etc.

    http://www.libsdl.org/libraries.html
    shows what extension libraries to SDL exist.

  5. Re:What about.. by DGolden · · Score: 3, Informative

    Simple Directmedia Layer. It, and associated add-on SDL_* libraries, provide simple, easy to understand and use, pure C APIs to the basics a game developer would want. It handles input/output, and acts as a gate to OpenGL for 3D.

    (from SDLsite:)

    Simple DirectMedia Layer is a cross-platform multimedia library designed to provide fast access to the graphics framebuffer and audio device. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power." Simple DirectMedia Layer supports Linux, Win32, BeOS, MacOS, Solaris, IRIX, and FreeBSD.

    SDL is written in C, but works with C++ natively, and has bindings to several other languages, including Ada, Eiffel, ML, Perl, PHP, Python, and Ruby.


    Pretty much all commercial games on linux use SDL, as well as most new little games on linux, and a fair proportion of them on windows and MacOS

    See here for more details.

    --
    Choice of masters is not freedom.