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.
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.
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.