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."
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...
I really wish an open source group would release some sort of sound-graphics-animation libary for windows that directly competes with direct X. why would it rock? Simple porting of windows games to linux One less area Microsoft has a stranglehold on Games development would be easier for open source programmers A good games libary for linux Wed already have 3d and Direct 3d covered with open gl, we just gotta get the rest of the stuff covered. But IMO i think this might happen sooner than you think, it is my firm belif that once the Xbox gains motion ms will drop support of Direct X on the pc in order to convince PC games developers to come develop for its Xbox. It would make alot of business sense to do that. YMMV
Microsoft IIS is to webserving as KFC is to healthy eating
It's about time they get a programmable shading language in OpenGL--that is the most lacking feature in my opinion. Probably 90% of the textures used in things like games could be eliminated and replaced with much higher quality shaders that not only get rid of the repeatability of textures, but also *gain* detail as the distance decreases.
Can't wait! Hopefully they'll base it on something already well established, ie. Renderman SL.
Where are we going and why am I in this handbasket?
Microsoft, allthough they're a member of the ARB, has > 90% of the desktop market, and is moving forward with a rapid speed towards the heavy workstation market. With this situation comes the fact that DirectX is THE platform to target when it comes to 3D accelerated code.
What's another issue is that Microsoft, up till now, has refused to distribute an updated opengl32.dll with their Operating Systems. The current version is the old OpenGL v1.1 compatible version. SGI has said it has distributed a v1.2 version to Microsoft, but for whatever reason, it's not distributed further to the clients. This widens the gap between a non-uniform OpenGL platform still on v1.1, forcing you to use non-standard stuff like vendor-specific extensions and vendor specific opengl loading on one side and the DirectX API on the other. Without Microsoft's help, OpenGL will never be in the front seat again on Windows systems and because they're gaining a lot of marketshare in the workstation market, also not in that typical OpenGL area.
Never underestimate the relief of true separation of Religion and State.
Honestly, the only really annoying thing about working with OpenGL lately is the headaches that come from pixel/vertex shaders. We certainly need a vendor-independent way to support those, because damned if I'm going to rewrite mine for ATI cards - they'll simply be treated as "not supporting vertex programs".
:)
The synchronisation stuff is pretty handy: certainly, NV_fence has been very useful over the past year or so, and again: vendor-specific paths BAD.
Some of the changes seem to be as much to persuade some-ignorant developers to use OpenGL over D3D - the "black box" aspects of OpenGL are one the more DESIRABLE things about it. Changing those because some D3D guy is saying "I do xyz in D3D and I want the exact same concept to work well in GL because I'm too thick to actually use the right approach for that renderer" seems simply wrong to me.
Uh-oh: UPS just kicked in. Yay mountain storms...
"Pure" OpenGL2 is a terrible mistake. Give vendors the option NOT to support something, and they won't. Then all your old apps+games are up shit creek.
Will finish later when I have stable power again...
Here's a very nice article about the future of OpenGL. It might be easier to read than the full OpenGL 2.0 white papers.
True warriors use the Klingon Google
Some of the propisitions are good, but I fail to see how it will help.
.3 in directX? on the same hardware.
:\
Let me explain, and ignore the hardware issues to some extent:
Looking back at a summary of 3d api's:
Glide: Wickedly fast , easy to write for, obsessivly propritary (IIRC) a la 3dfx.
OpenGL: Fast (glide speed on compliant/correct hardware), moderatly hard to write for initially but easier as time goes by. Open/closed? I honestly forget. Was it documented API's and closed source?
DirectX: Humm. Used to be "Dog ass slow". Moderatly fast, maybe medium speed, very compatible, used to be (maybe still is) hard as hell to write for (this may have changed).
Eventually, If memory recalls correctly, absorbed the "better aspects" of other 3d api's, but also added another degree of difficulty/confusion to implementation.
Now, realize I base this off of my: gaming, memory (oops) and discussion of merits I've read/heard/been privy to.
I'll focus on gaming because that is where the rubber meets the road (or where the 'trons hit the tube).
OpenGL: Quake/GLquake (...or was it GLquack? heh)
Even the "software" mode went from Impressive and Eye opening, but GLquake put the "am" in {higher octave in voice} 'Daaaaaaaammmmmnn'.
Fast and pretty (for its day).
Glide: Quake2, software vs Glide mode. No debate until you can pick your jaw off the floor and keep your mouth closed for more than 5 seconds.
(and stop drooling on my keyboard, dammit).
Glide was the...damn, what is the word?...pinnacle, saviour, "schwing" that low, med end hardware needed to be 'high endish'.
(example: friend of min playing tomb raider on a G3 333...Showed him TR on a p200 w/V2...'fuck you, man' was the response {seg})
DirectX...Thief: Glide vs DX{murmph-snort-bwahahahaha}...Hummmm: 30 fps in glide,
Nowadays, the software has improved incrementally, but the hardware by leaps and bounds...making the s/w look good. Humm.
Sort of the reverse of Glide--software made the h/w shine--here it is the other way around.
I think OpenGL is trying to bring back the "make the hardware shine" days back.
Good luck, because if I understand the way DX is now...it has "absorbed" the api's of GL and Glide and whatever company made the software in the first place (damned if I can find the link...british company I believe).
Well, I've blathered on long enough. Not bashing, just offering my opinion and what I saw and heard in a nutshell.
The eyes don't lie...that is the lips job.
Cheers.
If it is not on fire, it is a software problem.
I know others have allready said this but as a former game developer, with more than 6 years of professional experience, I just want to add some weight to the argument that SDL indeed is what you are asking for.
I've never used SDL professionally (I've used Direct-X, Glide, PlayStation specific API's and some old inhouse stuff for DOS), but I've toyed around with it in my sparetime and I would have no trouble trusting it as the foundation for a high-quality cross-platform game (both 2D and 3D). In fact, I would rather use it than Direct-X since I find the API simpler and more straight forward as long as I don't need some obscure Direct-X feature for performance reasons (most games don't).
The URL is www.libsdl.org if you want to check it out.
Hey John, have you seen this spec yet?
What do you think?
DG
Want to learn about race cars? Read my Book
Don't get me wrong though. I Love OpenGL. Not only do I consider it the _only_ 3d api, I consider it one of the most professional and designed APIs. It's how an API should be designed.
Perpixel shading is a very welcome addition and should save some texture memory. Imaging all the Q3 shaders implemented in hardware... yum.. And I'm sure you could implement some nice trees with it too..
Although all these nice additions to an API won't stop inventive programming. There will still be a need for billboard trees and highlights..
Even so, the additions to the api will create even more ingenious implementations. Lionheads use of mipmapping for bluring distant objects was ingenious. Look at how far ModeX pushed the pc, or how Mode7 pushed the Nes. With a more powerful API the possibilities appear endless
Unfortunately I don't see drivers appearing for a long time..
-J
I'd like to inform everyone in these groups:
a) OpenGL is dead!
b) OpenGL is out of date
c) Let's ditch OpenGL and do DirectX
DirectX isn't the same thing as OpenGL, however you can compare D3D and OpenGL. DirectX is for sound, input, and rendering not just rendering, kids.
OpenGL will outlive D3D, since it's what big iron and the 'professionals' use for high end graphics. Also hardware vendors produce GL extentions way before D3D work has even started. GL can use extentions made *after it's release to support more features quickly and easily. ( If you're in one of these camps you never done 3d development, or think all computers are consumer PCs. )
Also if you use DirectX, you're limiting yourself needlessly. If you want the "latest and greatest" , then you're not going to use an API that has no modular extention system to support hw/ideas made after the API release. OpenGL can support hw/algorthims that happened *after it's release. OpenGL also runs on manchines a lot more powerful than your pentium 4 you bought at comp usa.
And if C goes away, then SDL is completely useless!