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Doom3 and OpenGL2.0

Screaming Lunatic writes "John Carmack has decided to write an OpenGL2.0 rendering path for Doom3. You can read his .plan or you can finger him. This will be huge for the development of OpenGL2.0. Video cards are typically benchmarked with respect to the framerate when running Quake3. Future benchmarks will be based on Doom3. This means IHVs will be somewhat forced to write good OpenGL2.0 implementations."

4 of 272 comments (clear)

  1. Fingers by Wrexen · · Score: 5, Funny

    ..or you can finger him...
    *pictures thousands of /.ers fingering him at once*
    I think this is going to be a very uncomfortable day for someone

  2. A Proverb by GigsVT · · Score: 5, Funny

    You can finger your girlfriend,
    You can finger John Carmack,
    But you can't get your girlfriend to write good vertex shading code!

    --
    I've had enough abrasive sigs. Kittens are cute and fuzzy.
    1. Re:A Proverb by Bruce+Perens · · Score: 5, Funny

      Hold out for a girlfriend who shades higher-order surfaces. Also, hold out for a girlfriend with higher-order surfaces!

  3. Re:Nothing like a little Carmack... by Dr.+Awktagon · · Score: 5, Funny

    No kidding..

    their implementation of hardware displacement mapping is NOT quad based. ... so even if we don't use it because of the geometry amplification issues, I think it will serve the noble purpose of killing dead any proposal to implement a quad based solution.

    Yes! I was thinking the same thing myself! Geometry amplification is key here.

    support for both the fallback ARB_ extension path (without specular highlights), and the NV10 NVidia register combiners path. ..... They don't support NV_vertex_program_1_1, which I use for the NV20 path, and when I hacked my programs back to 1.0 support for testing, an issue did show up..

    Definitely, any fool could see that! Watch those extension paths!

    A GL2 driver won't give any theoretical advantage over the current back ends optimized for cards with 7+ texture capability

    It certainly won't! 7+ is definitely not the optimized back-end texture capability quad rendering shade vertex OpenGL. Specular highlight.. Phong.. wireframe.. raycasting ... shadow cache.. texture map.. bump map... uh.. BFG 9000!!