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OpenGL 1.5

Yogijalla writes "SGI and OpenGL ARB just announced the OpenGL 1.5 specification, introducing support for a new OGL Shading Language. Also, check out the new Java bindings to OpenGL. OGL 1.5 is a step towards the OGL 2.0, already suggested 2.0 by 3DLabs." Also worth pointing out that OpenML SDK has been released as well.

9 of 130 comments (clear)

  1. Somewhat old, it's been there since Monday... by ericvids · · Score: 5, Interesting

    But I'm happy to see that they're finally putting a high-level alternative to the ARB_vertex_program and ARB_fragment_program extensions. I've been dabbling in these extensions and it's been a huge pain. Also just in time for the class I'm teaching next semester.

    I wonder when these will become standard (not just as an ARB extension but as an ARB required feature). Hopefully in 2.0? It will save a lot of calls, at the very least--just check the version number of the GL implementation, no more searching extension strings... :)

    --
    Pet peeve: Profane people propagating perfunctory pedantry.
  2. Woohoo by Duncan3 · · Score: 5, Interesting

    "Non power-of-two Textures"

    That's _thee_ key feature Apple needed to do the fully OpenGL desktop, along with a pile of more eligant error handling of course. Glad to see it's now standard.

    It also makes the modeling and artist guys much happier. Do you have any idea how hard it is to make everything out of squares?

    2.0 should put the last of what we need for the next 5 years into OpenGL, then maybe people can start writing more portable games again.

    --
    - Adam L. Beberg - The Cosm Project - http://www.mithral.com/
  3. Doom 3 by DeathPenguin · · Score: 5, Interesting

    The shipping date is coming up in a few months for Doom 3. Any ideas on whether it will be using OpenGL 1.5, or is Carmack still intent on pushing the industry forward by implementing draft standards?

  4. So: by Anonymous Coward · · Score: 4, Interesting

    - What still remains before we can say OpenGL is back toward its original goal (you write for one standard instead of having to write for every single little card driver, something kind of ruined by the fact that many things these days, every card uses a different opengl "extention" to do the exact same goal.)

    - What still remains that DirectX excels at that OpenGL is lagging behind at

    - What of the things in the above two lists will be fixed by OpenGL 2.0, when/if it is adopted.

  5. Re:Would like to try the OpenML SDK by i_am_nitrogen · · Score: 5, Interesting

    OpenML and SDL are hardly the same thing... Check out the Jahshaka home page for an idea of the kind of application OpenML will benefit. OpenML is really an awesome thing. It finally brings together 2D and 3D raster graphics (OpenGL) with video processing and synchronization capabilites, providing a standard platform for applications to perform accelerated compositing, editing, effects, and other operations on various media. Hopefully we'll see an Open Source implementation of the SDK in the future.

    SDL is simply a low-level hardware abstraction layer. It doesn't even have geometric drawing code.

  6. OGL 1.5 - Legal Issues by BigFootApe · · Score: 5, Interesting

    IFAICR, nobody has been able to do work on programmable hardware shader support for DRI (because of IP issues on some GL_ARB_Vertex* extensions). Is the new shader language similarily problematic?

  7. What I always wondered by Anonymous Coward · · Score: 5, Interesting

    I've heard the comments before that Direct3D/Quickdraw3D are "high-level" standards, and OpenGL is a "low level" standard-- i.e., OpenGL is largely primitive things, meaning developers must implement a bit more engine on their own; Direct3D tries to bring in the programmer at the higher level but limits them if their needs don't exactly fit that of Direct3D. Is that an accurate portrayal?

    What I always wondered is why the OpenGL people don't promote a two-level standard; the low-level is OpenGL as it exists now, the second level of the standard would be optional. and consist of the kinds of things that Direct3D/Quickdraw3D would have offered, higher level things. The second-level standard would be implemented on *top* of the first level standard, meaning it would be as portable as the base is and not provide a roadblock to changes in creating new opengl versions. Something like Mesa.

    Is this an attractive idea, or do the present existence of third-party libraries that sit on top of opengl make such an idea irrelivant? Even if so, it seems a "standard" higher-level library for opengl could take out one of the big complaints of Direct3D programmers ("OpenGL is too much work!")

    Let me know if anything i've said here is wrong; I've followed the Direct3D/OpenGL argument but have personally done nothing more complex than some simple GLUT applications. (And I didn't even get enough into GLUT to see to what extent it functions as a higher-level 'cover' API for OpenGL..)

  8. development speed is critical by rexguo · · Score: 5, Interesting

    I'd much prefer to see Sun/SGI base their work on GL4Java (www.jausoft.com/gl4java) than starting from scratch all over again. The industry needs this now and needs it fast. Microsoft has already got DX9 bindings for .NET months ago, but Sun/SGI has only announced it -now-? GL4Java, which is open-source, has been around for a long time and is pretty mature. It has survived the competition from commercial offerings like Magician (which is now dead). In fact, last year, SGI (or was it Sun?) used a customized version of GL4Java to show off the new NIO features of Java, rendering a 300MB+ terrain dataset in real-time. The speed at which Sun/JCP develops Java, and the speed at which SGI/ARB develops OpenGL, is a shame, let's hope they change this tradition this time!

    --
    www.rexguo.com - Technologist + Designer
  9. The article confuses me. by Randolpho · · Score: 4, Interesting

    In it, it makes no mention of Java3d, which is a scene graph API with bindings to OpenGL or Direct3d. Is this announcement going to be a thin binding, or a new version of Java3d? Or will it replace Java3d?

    Inquiring minds want to know! :)

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson