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.
Fine, fine, 1.4 is good and all that, but OpenGL 2.0 is where it's REALLY at (as far as game development goes). I'm waiting for the ARB to finally admit that there's two distict uses for GL: CAD and Games. So why not split them off? Well, where would the pressure to extend GL come from if Carmack and Co. weren't shoving Quake N down the IHV's throats? ;-)
Then again, remember MiniGL?
Brr.....
.f00Dave
It is currently legal to write "OpenGL compatible" libraries by following the published specifications for OpenGL. You can't legally use the OpenGL logo or list your product as being OpenGL, even if it works better than some commercial implementations, but as long as you're not reverse engineering someone else's code, OpenGL licensing allows it. I believe a change in the license would be required for Microsoft to force a fee on Mesa.
I also doubt if the SGI sale was the result of shortsightedness - it probably had more to do with needing a quick infusion of cash. Too bad M$ had to be the one to give it too them.