On the Subject of OpenGL 2.0
zendal writes "The danger with pixel shaders and vertex shaders is that there is no standard for programmability of graphics hardware. A schism has formed within DirectX between the competing demands of GPU makers Nvidia and ATI. Noted analyst Jon Peddie gives THG an exclusive first look at a White Paper on how OpenGL 2.0 is trying to bring stability and open standards to programmable graphics and GPUs."
...has always been that driver support is buggy. nVidia is notoriously bad at this; their DirectX drivers are quite stable, but OpenGL blue screens left and right (especially with a lot of detail in the scene graph). I always wondered why they even bothered to include OpenGL support in their drivers, although I suppose with such a major standard they have pretty much no choice.
Now, with OpenGL 2.0, if they have to support three different API's, isn't driver quality going to suffer even more? Oh well, ATI has been getting a lot better recently, I guess we can always switch to them. :-)
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I don't think so. The 2.0 proposal was brought up at the September 2001 OpenGL ARB meeting -- about five months ago. And the OpenGL 2.0 White Paper has been since at least November. While this stuff is important, there's nothing new about it. (Good thing, too; good standards take time.)
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They are used extensively in film graphics. All other major renderers, not just RenderMan, have shader languages. Ie vMantra, Maya, LightWave, etc.
Shaders do not "replace" texture maps. One of the most-used functions in a shader is to look up a given uv coordinate in a texture map and use the resulting color to control the shader. In fact most of the shaders we write involve manipulating texture maps, which were (as you said) painted by hand. We can do much more interesting things with textures other than just using them to color the surface!
I agree about the pack/unpack mess. I think all useful image formats could be described by these items: number of bits per sample (limited to powers of 2), number of samples per pixel, delta between each pixel (so they can be further apart than the number of samples or you can trivially mirror it with negative numbers), delta between each line (allows a "window" to be cut out of a larger image, allows flipping upside-down, and allows 90 degree rotations by adjusting both deltas). There is no need to describe what the samples are, that can be determined from the count and what function you are calling, we can insist on RGBA order for normal images.
They don't sell gaming boards, they well professional boards - they're competing with NVidia's Quadro cards, not with the GeForce cards.
3DLabs are actually (I believe) the best selling make of professional graphics cards - they're not a wannabe by any stretch of the imagination.
himi
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