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."
In every emerging technology, there will always be a delay between the first appearance and the outcome of an almighty standard.
It was the same with SuperVGA (took about 2 years), Internet Protocols (still on going, W3C is struggling for standards) and now OpenGL and DirectX.
OpenGL 2.0 seems pretty much like the definitive solution...
Violence is the last refuge of the incompetent - Salvor Hardin
A vertex processor, fragment, pack and unpack are going to be supported.
- Vertex processing is targeted to replace lighting, materials and coordinate transformations, all on hardware level using a high-level API.
- Fragment processing will let a better access to texture memory, surely allowing some nifty effects like texture animation or pseudo-refraction on hot air.
- The pack and unpack processors will allow a faster transmission of vertex data through the buses, hopefully reducing the bandwith bottleneck.
All of those can and are at the present being implemented on software, but will be nice to see them implemented on hardware.