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 most interesting point is right at the end of the article:
One of the key points stressed by the ARB is that the "open" needs to go back into OpenGL. The group has pledged that all ideas submitted for OpenGL, if adopted, are then open for use and not licensable as IP.
So, they won't pull a "Rambus" here... hopefully.
...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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(methinks the editor left in a few comments
sounds really great, but i don't see it happening... nVidia, ATI, Voodoo, whomever will alway wanna do the next cool great thing and that's why the extensions are available...
And we all know MS wants DirectX to rule them all. OpenGL works, and is an open standard by definition. Extensions in there make life interesting certainly, but you pretty much know what you're getting into when you try NV_texture_rectangle or NV_texture_shader. (hint, the NV stands for NVidia) sure you can find out in directx if the hardware supports XYZ before you call it, but i find the naming convention of OpenGL a bit more coder friendly. it's readily obvious if you're trying something that's not supported across the specification.
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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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.X11R6 is old enough now so how about X12 that has OpenGL (and lots of other improvements) build in?
So Xlib would have it incorporated and it would be much faster than as is done now of building it
on top of Xlib and extensions.
I think this is a cunning move by 3Dlabs - Their business is being threatened by nVidia and their Quadro range - it'll be interesting to see how unbiased they can manage to be when generating the spec.
Otherwise, I think it's a good idea. It'd be nice to see OpenGL keeping up with (or even outshining) DirectX...
I can't speak much to DirectX, but you can also query out what extensions the hardware (or at the very least ICD) supports in OpenGL. But even if you don't, an unsupported op is treated like a non-op anyway, so even if you call an NV_ extension on an ATI board, it shouldn't do any harm (or am I incorrect?).
Regardless, the extensibility of OGL is a double edged sword. Really, it does make features board-specific, which is not the point of OGL. On the other hand, allowing these extensions does drive the future of the standard. It lets everyone throw what they got out in the public and see what sticks.
Personally, I'm glad that OGL has huge gaps in standards updates, unlike DX. After all, it *is* a standard, and should be relatively static. Each new version of the standard should be absolutely positively a good standard. Anything missing can be used as an extension in the meantime and added to the next version 4-6 years down the road. This is the strongest point of OpenGL vs DirectX, there is a controlling body of many companies, rather than one main controller (MS). Bringing together the experience of co's like MS, SGI, NVIDIA, ATI, etc not only makes the standard better but adds a level of comfort to the users of the standard.
Basically, my point is that OGL standards *should* take a long time to finalize. Everyone seems to forget that standards should be able to last a long time. OGL is now on v1.2/1.3 after an evolution of around 10 years, while DX is nearing DX9 since, what, 1995 or so?
Where are we going and why am I in this handbasket?
IMHO, its time to SCRAP OpenGL and start over,
Modern hardware support is critical, interfacing with what seems to be a diminishing number of compatile drivers is critical. Keeping the spec out of MS control is critical.
There are MANY options to a ground up rewrite of OpenGL supporting CURRENT hardware, working with the Hardware vendors directly is the key.
I understand this is not an undertaking to be taken lightly, I have been working on options and looking for cross platform alternatives for a couple of months up to now, there are several promising alternatives, I hope to present these in a short time.
OpenGL's time is over it seems, MS is working with vendors explicitly to limit their support, there remain major differences of opinon in it developer base and schisms seem to be forming in it goals.
Sig went tro...aahemmm.....fishing........
It's especially problematic for graphics standards. GKS, which was hideously based on ideas from pen plotters, still dominated much of the 1980's. Open GL has been pretty good, but it's stuck in some 1980's ideas. For example, the strict ordering of primitives makes sense in a world of bit blasters where double-buffering and Z-buffering are expensive, but it makes little sense on modern hardware and even worse makes it impossible to implement some of the better modern techniques (such as hierarchical global scanline algorithms). Some day, we're going to have systems that cost less than a million dollars that can do real-time ray-tracing, radiosity, and other solutions of the Rendering Equation.
The "Specification Overview" pdf from the 3dlabs white paper page is pretty interesting. It has a list of over 250 opengl extensions and what happens to them in opengl 2.
Basically they all disapear.
Some have already become part of the standard. Some are added to the standard in opengl 2. Some just disapear altogether.
But the large majority of them are not needed anymore when you have programability, memory management and opengl objects etc.
To me that means that opengl 2 is way more flexible. Flexible enough so that we won't need as many extensions in the future.
And that's pretty cool.
(BTW: Brian Paul is a member of the ARB. He wrote on the mesa list that he hasn't been following the opengl 2 process very closely but that he expected that they would probably want him to write a free implementation).
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.
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