OpenGL 1.4 Spec Finalized
Sesse writes: "SGI announced yesterday that the OpenGL 1.4 specification was agreed upon by the ARB. Trying to minimize the gap between D3D8 and OpenGL, the standard adds a lot of functionality already common (being exposed as extensions in many drivers today), but more importantly brings a standard specification for vertex shaders. This should be good news for anybody doing cross-platform eyecandy :-)" This announcement is related to, but broader than, the one mentioned earlier about bringing OpenGL to mobile devices.
SGI is still in charge?
SGI isn't 'in charge' per se; the ARB is (the ARB consists of various hardware & software makers, including Microsoft, nVIDIA, ATI, Matrox, SGI, Sun, and Evans & Sutherland). However, OpenGL is a trademark of SGI, so they get to make the announcement.
-- Sometimes you have to turn the lights off in order to see.
But SGI sold some of their patents to Microsoft, and I have to wonder if any of them will cause problems for OpenGL 1.4. You know Microsoft isn't about to let OpenGL dominate as the standard for 3-D graphics...
Use 'slashdot stuff' in the subject line in any email you send me if you want to get past the spam filter.
we should work on our own Open Source 3D standard and give it away as Free Software
This is exactly what OpenGL is. An Open specification so that any the same 3D code can run on any hardware/platform/OS.
If it is Open, and succesfull, don't worry, MS will implement it. That's why there is the ICD mechanism on Windows, that all vendors respect.
On Linux, you have the OpenGL ABI that provides the same functionnality. Yes, they would need some more people, but the one they have do a good job.
Now, when you are Open like this, be prepared for competition. The new standard is out, people on the Architecture Review Board have been discussing it for quite a long while. You better have your implementation ready. Or people will go to better support platform.
What you propose is exactly what MS always did : shun away from standards, and try to develop stuff for your platform/OS. The only difference is that you don't have enough market share to do *any* difference.
So, please, cut your crap, follow the standard, and may the best hardware run on the OS with the better/faster support for it.
At the moment, Linux is still in the race (for OpenGL support) and superior in other area. Don't give up.
If he made such an announcement, it was probably on April 1. The last .plan I've seen is dated June 27 and there's no indication whatsoever of him dumping OpenGL.
Note: I'm aware that the original post was very likely a troll, but I thought that I'd quell the fears of those who took it seriously.
STOP MISUSING APOSTROPHES, YOU MORONS!!!
Bullshit. The last .plan read:
I am now committed to supporting an OpenGL 2.0 renderer for Doom through all
the spec evolutions. If anything, I have been somewhat remiss in not pushing
the issues as hard as I could with all the vendors. Now really is the
critical time to start nailing things down, and the decisions may stay with
us for ten years.
You are forgetting something. Gamers want vid cards with lots of filter passes and shaders. While working for a company that does a lot of cartoon modeling i find that we - with our design division - rely heavily on videocards that can pump lots of vertices per second where shading doesn't really matter. We want high fillrates and a good GPU. So the gamer's wetdream Radeons and Geforces are not suitable for us, and our WildCats / Intergraph machines are not suitable for games.
This was a PR error by SGI.
The vote has NOT been completed yet.
FUNK!
1. MS does not own OpenGL - it is an open standart
2. MS can not enforce any patents they bought from SGI because when a feature is added to OpenGL all ARB members agree to give their relevant patents under an "ARB Contributor License"(or something like that).
3. MS will have a hard time enforcing any new patents. To quote Neil Trevett from 3Dlabs:
"To affect the creation of a specification, an IP claim must make it impossible to create ANY implementation of the specification that doesn't infringe that IP." You can not patent antialiasing/multitexture/shaders/etc, you can patent only specific alghos that implement that functionality.