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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.

53 of 130 comments (clear)

  1. Gotta love by Anonymous Coward · · Score: 5, Funny

    those editing skills.

    OGL 1.5 is a step towards the OGL 2.0, already suggested 2.0 by 3DLabs.

  2. 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.
    1. Re:Somewhat old, it's been there since Monday... by luther · · Score: 5, Informative

      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... :)


      You can see at :

      http://www.opengl.org/developers/about/arb/notes /m eeting_note_2003-06-10.html

      That the reason that it was called 1.5 and not 2.0 is that the shader language didn't make it to the core specs, and that they plan to promote it to core specs (and release 2.0) soon, possibly even in the next ARB meeting in september or the one thereafter.

      Here is the quote :

      The result was a simple majority of non-abstaining YES votes, but not a supermajority. Interpretation of this vote required some care since final spec approval requires a supermajority vote, while consideration of features for the final spec requires only a simple majority. Because the NO votes were strongly held, we expect that trying to approval a core revision including the shading language would carry extremely high risk of failing to approve the spec. We will therefore not include the shading language into the core at this time, but instead drive a new core version as soon as there's more experience with the extensions, perhaps as soon as this fall.

      As previously agreed in the marketing working group, we will call the new core revision OpenGL 1.5, reserving OpenGL 2.0 for a future core revision including the shading language.
  3. 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/
    1. Re:Woohoo by ericvids · · Score: 5, Informative

      > That's _thee_ key feature Apple needed to do the fully OpenGL desktop,

      But there have always been tools to circumvent the power-of-two limitation. You can always use only part of a texture on a primitive (triangle, quad, etc.). There are tools to tile non-power-of-two textures on a power-of-two texture to minimize memory usage.

      At least in game dev, it didn't really prove to be useful. (Except for those artist whiners who insist that they can use any size image that comes out of Photoshop. *laugh* just kidding guys... I hear ye)

      I'm just thinking that Apple wouldn't be making the late introduction of non-power-of-two textures into OpenGL as a plausible excuse for not making the desktop fully-OpenGL already. Besides, they can always introduce Apple-specific extensions--why didn't they do that already? Methinks they're just lazy. :)

      --
      Pet peeve: Profane people propagating perfunctory pedantry.
    2. Re:Woohoo by Anonymous Coward · · Score: 3, Informative

      Apple did implement GL_EXT_texture_rectangle (DRI implements it as well). It has some uses, especially with GL_APPLE_ycbcr_422 or GL_MESA_ycbcr_422, but in games, it is non issue, for reasons you mentioned. Do not forget, that NPOT textures still aren't first-class citizens compared to POT textures, you lose tiling for example.

    3. Re:Woohoo by zenyu · · Score: 3, 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.


      I suspect it's for bind to texture, not anything that can already be done by just using part of the texture. Supposedly nVidia has been waiting for 1.5 before doing bind to texture in UNIX environments (currently only a WGL extension.) For me, on the FX, copy has actually turned out faster than bind, but that is hopefully just a driver limitation. Rectangular textures also have nice coordinates for using them in multi-layer programmable pipeline settings. (I haven't read the specs yet, just extrapolating from the nVidia extension.)

    4. Re:Woohoo by Duncan3 · · Score: 4, Informative

      Yes there are hacks, but those hacks eat memory, and you only have so much texture memory on a card.

      And Apple has a loooong list of OpenGL extensions. They implemented this all some time ago now. You should see some of the realtime video editing that they can do.

      Nothing gets into OpenGL that wasn't an extension first - that way it's all developed and debugged before we have to deal with it.

      --
      - Adam L. Beberg - The Cosm Project - http://www.mithral.com/
    5. Re:Woohoo by arekusu · · Score: 4, Informative

      However, NPOT textures are the only way to get fully accelerated DMA AGP updates. POT textures are not currently accelerated in 10.2.6, see Apple's TextureRange sample code.

      As you point out, this is primarily useful with video textures, but any game that does animated textures can take advantage of it.

    6. Re:Woohoo by ericvids · · Score: 2, Informative

      Oops, check my response to Anonymous Coward on the other subthread. :) Sorry for the misinformation. Apple did have non-power-of-two textures through the multivendor GL_EXT_texture_rectangle extension; I was just pointing out that they didn't bother using this for their desktop. :)

      You're right about the hack-nature of what I proposed though. In practice, however, you only lose very little texture memory, if you have a good tiler. Besides, I believe that non-power-of-two textures will suffer some memory loss as well in two ways:

      (1) If the card vendor gets lazy and implements non-power-of-two textures as power-of-two textures. I've seen this happen with DirectX 7 on a GeForce 2 before--damn texture loader forced a power-of-two memory space for my proportional-width font characters, which is why I had to make my own tiler in the first place! :)

      (2) If the bitmap word spans on the card force a power-of-two texture width, which will accumulate if you have a large amount of small textures.

      --
      Pet peeve: Profane people propagating perfunctory pedantry.
  4. 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?

    1. Re:Doom 3 by Yuioup · · Score: 5, Insightful

      I wouldn't be surprised if OpenGL 1.5 is largely based on the work that Carmack has done on DOOM III.

    2. Re:Doom 3 by bogie · · Score: 2, Insightful

      Not to bring your down, but all signs are point to Doom3 being a lot longer than a few months away.

      --
      If you wanna get rich, you know that payback is a bitch
    3. Re:Doom 3 by Forkenhoppen · · Score: 4, Insightful

      It's sad but true; Carmack's probably the one person out there with the biggest influence on new revisions of the OpenGL spec.

      As to whether or not it's largely based on his work, however, that's another story. Honestly, there are tons of people working on the same thing that Carmack is. He's just the most well known, with the biggest profile. The technology behind Doom III, while interesting, really is just a natural, next logical extension of the current state of 3D graphics.

    4. Re:Doom 3 by FreonTrip · · Score: 3, Insightful

      Doom 3 will ship with at least five OpenGL rendering paths to address the fragmentation of capabilities in the video card market: a failsafe path for the original Geforce and Geforce2s, an older Radeon-specific path, a Geforce3/4 specific path, a newer Radeon-specific path, and an OpenGL 2.0 path. The latter's probably the one in which you're most interested. :-) His tinkering with a prerelease 3Dlabs P10 board and the preliminary OpenGL 2.0 spec impressed him enough to convince him that this was The Right Thing.

  5. Would like to try the OpenML SDK by Biomechanoid · · Score: 4, Informative
    An OpenML SDK is now available

    http://www.khronos.org/openml/sdk/linux_requirem ents.html

    Id really like to try this OpenML SDK, but it seems you are requered to enter your phone number - now why is that??

    1. Re:Would like to try the OpenML SDK by Dr.+Photo · · Score: 3, Informative

      Id really like to try this OpenML SDK, but it seems you are requered to enter your phone number - now why is that??

      *shrug*

      SDL also offers crossplatform media functionality (and it beats the pants off of GLUT when working with OpenGL), and definitely doesn't have any such silly requirements. ;-)

      Or you could just tell the OpenML people your phone number is 867-5309. :-)

    2. 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.

    3. Re:Would like to try the OpenML SDK by Ridge · · Score: 3, Informative

      The source is available from the Khronos Group, though like I mentioned in another post the SDK is alpha and you have to sign an NDA to get it. It apparently uses 3 licenses, SGI Flavor of GNU Lesser GPL, SGI Free Software License B, and SGI Flavor of GNU General Public License GPL. Whew. I haven't looked over it very closely yet, so I can't judge the quality or functionality at this time.

  6. Re:Great by ericvids · · Score: 5, Informative

    > Now I need to buy another video card.

    Oh, not necessarily. The OGL shading language is just a high-level version of the shading extensions that have previously existed. I'm pretty sure drivers will adapt by simply compiling the code before passing it to the card. The other extensions mentioned (like the ARB_vertex_buffer_object and ARB_occlusion_query) have been extensions to 1.4 for a while now, and my GeForce FX 5600 supports them already. :)

    Now if the cards can accept the high-level language itself... that would be interesting (and perhaps will make for a bigger, hotter video card...)

    --
    Pet peeve: Profane people propagating perfunctory pedantry.
  7. 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.

    1. Re:So: by ericvids · · Score: 5, Informative

      These are valid concerns. I'm surprised the guy got marked as a troll.

      > - What still remains before we can say OpenGL is back toward its original goal [...] every card uses a different opengl "extention" to do the exact same goal.)

      Well, I must say that OpenGL never really swayed from its original goal. OpenGL follows a pseudo-Bazaar philosophy--let vendors push for features they want, and if they get a massive following then it's good enough to put into the standard. I say pseudo-Bazaar because, unlike open source, this process happens somewhat too slowly for it to be competitive with DirectX.

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

      The only thing that DirectX seems to excel at right now is standardized support for a lot of graphics programming constructs, i.e. its D3DX library (especially those mesh/skinning functions, quaternion arithmetic and the myriad transformation matrix builders it has by default--can anyone say D3DXMatrixShadow? :))

      However, we can also say that DirectX contains too many features that won't be used by many (and in fact some of them do get dropped in subsequent API releases) OpenGL, on the other hand, tries to promote a *clean* standard, not a super-bleeding-edge standard that contains a lot of cruft. That is also the reason why OpenGL lacks the utility functions I mentioned in the above paragraph; many developers have a (portable) base of utilities that works well for them, and all they want is a (portable) API to display their graphics, not something like DirectX which coerces you to use the Microsoft-only stuff for mostly everything (including the math, which should be something the programmer himself should handle).

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

      OpenGL 2 is a draft (and therefore moving) standard, and it will be largely up to the ARB to define what is being used by most applications to be declared fit for the standard. It doesn't necessarily mean it will beat DirectX in terms of functionality, but it will surely be a cleaner, more general standard that vendors will be happy to adhere to.

      --
      Pet peeve: Profane people propagating perfunctory pedantry.
  8. Jenny jenny by Anonymous Coward · · Score: 2, Funny

    who can I turn to? 867-5309

  9. OpenGL + Perl by Anonymous Coward · · Score: 4, Informative

    Apropos to the recent Perl 6 announcement I'll just go ahead and mention the perl interface as well. Wouldn't want anybody to forget.

  10. Indeed by Ridge · · Score: 4, Informative

    This is good news, but I should point out the OpenGL 1.5 spec is not at this moment available yet, it's only been announced. Hopefully it will be available with some headers and implementations Real Soon Now (tm). I know the past few ATI Catalyst drivers have had experimental glslang extensions in them... Of course, it'd be nice if Microsoft would update their implementation such that OpenGL on Windows could make use of this without going through extensions, but I'm not holding my breath, nor is it really a huge issue.

    The OpenML SDK is an alpha release and the final spec for it won't be out until about this time next year.

    However, the Khronos Group also released the OpenGL ES spec and there's actually a couple implementations already available. OpenGL ES is for embedded systems and mobile devices, it's essentially just a subset of OpenGL. Seems like it might be pretty nifty...

  11. Step toward OpenGL 2.0 by Frohboy · · Score: 5, Informative

    Granted, OpenGL 1.5, with improved programmable shader support is indeed a step toward OpenGL 2.0, it is really a fairly minor evolutionary step.

    When OpenGL 1.0 was initially proposed, it provided a standard implementation for fixed pipeline segments (with the idea that individual implementations could selectively choose which pieces of the pipe would be implemented in software, and which would be implemented in hardware). This was a very significant development, as it meant that everyone could operate with the same set of rules, and could do the same things, but those without hardware support may suffer some performance penalties (of course, with modern CPUs, some of the stages in the pipeline can have very high-perf implementations in software).

    Since then, the rules have changed significantly. Hardware developers have started to suggest that the behaviour of the individual components of the pipeline could be programmable. NVidia and ATI have already responded to this, providing a wide variety of programmable shader technologies (e.g. programmable vertex and pixel shaders). I understand that OpenGL 1.5 essentially brings this level of programmability up to current levels (I think that DirectX 9.0 does the same thing, but I would love for someone to correct me on this. I haven't touched DirectX in a while, so I'm a little rusty. In fact, at the pace that hardware is evolving, I'm actually very rusty, and likely collapsing due to decay.) OpenGL 2.0 extends this idea of programmability to every stage of the pipeline. For most current video cards, this means that a lot of that programmability has to be implemented in software (which is essentially what people are doing anyway. If you want to implement programmable textures, you write software that interfaces with your video card's static texture routines.) 3DLabs is hoping to turn the computer graphics world on its ear by providing almost completely programmable graphics cards. Nearly every stage of the pipeline should be programmable in hardware. Of course, we will have to wait to see what they deliver, but I imagine that even if their cards suck ass in terms of performance (or they'll be targetted to the super high-end, so most of us will never see them), they should offer some features that will force some new developments from ATI and NVidia, which will eventually make their way down to regular consumers.

    It's good that OpenGL 1.5 is out, to help keep OpenGL on the map of standards (especially since DirectX is a really inconvenient standard for those of us who don't run Windows), but I'm still pretty psyched for the release of OpenGL 2.0, w00t!

  12. 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?

  13. 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..)

    1. Re:What I always wondered by ericvids · · Score: 4, Insightful

      > I've heard the comments before that Direct3D/Quickdraw3D are "high-level" standards, and OpenGL is a "low level" standard

      Yep, Direct3D does try to bring in the programmer at the higher level, and it does limit the programmer if they're programming anything other than games. That's because Direct3D (and DirectX in general) is meant for games in the first place; other media-intensive apps are somewhat secondary, although they can be done in DirectX, and for that particular application you have DirectShow (which used to be separate from DirectX, FYI, but is now part of it. I don't know why, but Microsoft said so.)

      I think Direct3D is more of that two-level standard you're trying to elaborate on. In fact, for a while Direct3D really is defined like that--it used to have a "retained mode" for high-level apps and an "immediate mode" for low-level ones. (They've since unified it into one immediate mode and did away with retained mode altogether.)

      The primary users of OpenGL, on the other hand, have been on the field for ages already, which means that they probably have all of the higher level stuff as part of their intellectual property. Using another vendor's API for what they already have is generally a dumb thing to do (lost productivity due to the fact that most of their apps are written in their old, working libraries already, and rewriting them in Direct3DX is tedious and error-prone). Besides, OpenGL clearly defined itself as a standard for displaying high-performance graphics, and helping the programmer on his other tasks (representing models, parameterizing the effects he can do in his engine, etc.) isn't really part of that goal.

      --
      Pet peeve: Profane people propagating perfunctory pedantry.
    2. Re:What I always wondered by gbjbaanb · · Score: 2, Insightful

      I don't know about 'extensions' but there are plenty of game libraries.

      SDL could be considered one, it handles OpenGL windows.

      PLIB (.sf.net) is a game library, it contains some feaures that assist games developers (a GUI, fonts, scene graph, utility fns).

      OpenSceneGraph is rather good.

      and a host more - use google to find them, or search through SourceForge, or even the OpenGL page has a set of links.

      As for the licence - most of these are LGPL, which I think is the most appropriate licence for a library.

    3. Re:What I always wondered by p3d0 · · Score: 3, Insightful
      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.
      Forgive my ignorance, but isn't that what GLU is for?
      --
      Patrick Doyle
      I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
  14. OGL 2.0... by zenyu · · Score: 3, Informative


    - 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


    I don't think pt.1 has really been lost, unless you are doing really cutting edge stuff you can use OpenGL pretty happily as is. Many scientific applications are actually coded to Performer which works just fine on OpenGL 1.0. I've written lots of stuff, some just a couple years ago, that used plain immediate mode OGL 1.0, with a switch added later on for vertex arrays.

    What remains is the vertex and pixel shaders, these will be in 2.0. They are already pretty much supported with the nv FX and I guess the 3D Labs card. I haven't been programming the ATI card, though many have for it's speed advantage, but from what I understand it doesn't quite live up to the requirements of 2.0. Also I think 3D Labs is pressing for infinite length programs, this can be implemented in the driver by simply compiling to multiple passes implicitly, though who knows about the performance. But the nv would handily beat the ATI if you do this because it can natively handle pretty long instruction streams. Unless this is already a driver trick, I dunno.

    2.0 will almost certainly wait until ATI is ready on the hardware level at least. If you program to extensions...OpenGL is ahead of Direct X, but this means you are stuck with the vendor if you use their specific stuff, say using fp30 Cg on the FX. I think everyone pretty much does program to extensions and not the standard if they are doing cutting edge stuff, usually with a compile or run-time code switch based on the extensions present.

  15. Re:What about the postscript desktop? by Dominic_Mazzoni · · Score: 5, Informative

    No doubt, my knowledge of 3D APIs and hardware is pathetic; however, what exactly do you mean by "fully OpenGL desktop"?

    Quartz Extreme, Apple's name for the Mac OS 10.2 version of the Quartz Compositor, uses OpenGL to render what you see on the screen. Note that just because it uses OpenGL doesn't mean that it uses any 3D - all it takes advantage of is 2D bitmaps, special effects like shadows, and alpha transparency.

    But that's a really big deal! It means that all of the bitmaps representing your windows and other screen objects are in your graphic card's RAM, and moving a window in OS X doesn't require computing of any pixels at all on the CPU. (Unfortunately, resizing is slower, because every redraw requires sending a new bitmap, of a different size, to the graphics card.) This also allows them to do the Genie effect, window scale effects, and Expose superfast without wasting any CPU cycles. Compare that to Windows or X - when you move a window, all of the windows underneath it get repaint events, which can take a while to trigger depending on the application.

    Note that the Quartz Compositor is a totally different thing than Quartz, the new 2D graphics library in OS X that is designed to replace QuickDraw.

    The Quartz Compositor is what makes it possible for QuickTime movies to keep playing when you minimize them to the dock, transparent overlays to smoothly fade in and out when you hit a volume control key on the keyboard, and 10.3's fast user switching to literally "rotate" the screen in 3D to show the other user's desktop.

    Quartz Extreme - i.e. using OpenGL to implement Quartz Compositor - is what makes it fast.

    The great thing about Quartz Extreme is that Apple has only begun to explore the possibilities. The fast user switching effect probably only took them a day to code up, because all of the underlying technology was there.

  16. Official Java bindings, finally by lokedhs · · Score: 3, Insightful

    It's great to see that the Java bindings will become "official". Anyone who messed around with Java3D knows why this is a good thing.

    1. Re:Official Java bindings, finally by MojoMonkey · · Score: 3, Informative

      Don't forget, there are two very popular bindings currently out and very usable: lwjgl which does away with AWT/Swing and JOGL which keeps AWT/Swing support. I currently use LWJGL for some hobby stuff I'm doing. Bindings are begining to become VERY good, especially using the new nio package.

      --

      ----- "Blame the guy who doesn't speak English." -- Homer J. Simpson
  17. Re:What about the postscript desktop? by darkov · · Score: 4, Informative

    But that's a really big deal! It means that all of the bitmaps representing your windows and other screen objects are in your graphic card's RAM, and moving a window in OS X doesn't require computing of any pixels at all on the CPU.

    Actually, that's due to the fact that the bits are in your computer's RAM. Quartz double buffers all drawing so that it doesn't flash and looks smooth. Because of this no redrawing has to be done when part of a window is revealed. On the other hand, resizing means that the buffer has to be reallocated and redrawn.

  18. 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
    1. Re:development speed is critical by rreyelts · · Score: 3, Informative
      Actually, Sun is already sporting a new OpenGL binding for Java, JOGL, which has been available for several weeks now.

      One of its key features is that the Java bindings are automatically generated from the C OpenGL bindings, so it's pretty trivial to keep it up to date with the very latest changes Compare this to gl4Java which has really started falling out of date.

  19. Unless you already bought one by Namarrgon · · Score: 2, Informative
    ...drivers will adapt by simply compiling the code before passing it to the card

    Sure, if you already HAVE a fancy-schmancy GeForceFX/Radeon 9500+ level card. For previous-generation hardware, you might get very simple shaders to work, but for more complex shaders that require looping, data-dependant branching, overbright float pixels etc, you're still gonna need new hardware :-) Even earlier hardware, well, tough - you might get vertex shaders if you're lucky.

    Now if the cards can accept the high-level language itself...

    No chance :-) It's difficult enough to decode the time-encrusted x86 instruction set for efficient hardware execution by a flexible CPU. It'd be a helluva lot harder to decode modern, high level, arbitrary-syntax code for execution on a much less flexible, highly parallely & extremely specialised GPU...

    --
    Why would anyone engrave "Elbereth"?
    1. Re:Unless you already bought one by ericvids · · Score: 3, Informative

      > Sure, if you already HAVE a fancy-schmancy GeForceFX/Radeon 9500+ level card.

      I think this concerns those guys who got the top-of-the-line cards just now, anyway. *Of course* they'll be concerned if the card they just bought becomes useless this soon. I'm pointing out that it's (probably) not the case with OpenGL 1.5 -- it seems that most of it can be implemented on existing 1.4 hardware. I'm not so sure though; haven't read the specs yet.

      > No chance :-) It's difficult enough to decode the time-encrusted x86 instruction set for efficient hardware execution by a flexible CPU.

      That's because x86 uses a general instruction set. The reason why graphics cards have attained a faster rate of speedup than Moore's Law is because graphics uses very specialized instructions, with a lot of room for optimization.

      We'll probably never get the syntactical form of the high-level language understood on the card anytime soon, but for the bytecode form of the high-level language (ala Java), it's a very good possibility... and it's less ambitious (more feasible) than that of the Java-chips....

      --
      Pet peeve: Profane people propagating perfunctory pedantry.
  20. Re:What about the postscript desktop? by IamTheRealMike · · Score: 3, Interesting
    Yes, all that is absolutely correct. I'd just like to point out that you don't really need to use OpenGL to do those things though, at the end of the day the 2D/3D primitives all boil down to a sequence of instructions to the card. For instance X pixmaps (on XFree) are already stored in video RAM.

    The main problem with XFrees responsiveness is not whether it uses OpenGL or not (which ultimately makes little difference) but how it interacts with applications and how it pokes the video card. For instance very few drivers fully accelerate RENDER (which is 2D hardware acceleration for alpha channel blending and some other things). That means you end up doing very slow framebuffer reads, compositing in software then upload. I guess part of the reason for using OpenGL was to work around the reluctance of driver manufacturers to write specialist fully optimized drivers for their hardware.

    Not to mention that most apps are very slow at processing Expose events. There has been talk of doing what MacOS does here and having apps directly render client-side into a compressed backing store.

  21. What happened to Fahrenheit? by gakguk · · Score: 2, Interesting

    All I remember about it is that cool poster of flames on the water or something.

    1. Re:What happened to Fahrenheit? by lokedhs · · Score: 3, Insightful
      Farenehit was a great success, actually. Not many project succees in doing exactly what they set out to do.

      Microsoft said that Farenheit would be the new standard 3D API and replacement for DirectX, and they managed to get SGI on board on it, which of course was the only purpose.

      Remember that at this time DirectX was hopefully behind OpenGL, and Microsoft needed to make sure that OpeNGL development came to a standstill for a year or so while they were improving DirectX. After they had suceeded with that, it was time to kill Farenheit and that's what they did.

      When will companies learn? There is no way you can enter a partnership with Microsoft and come out on top.

  22. OpenAL by Wuukie · · Score: 2, Interesting

    Now we have OpenGL and OpenML. It seems nobody picked up OpenAL when Loki left the building.

    Do Linux game developers (or anyone at all) use OpenAL nowadays for environmental sound effects? Is it any good in its present state? It seems the website www.openal.org hasn't been updated since 2002. Well, most of the stuff seems to be from 2001...

  23. Re:Remote OpenGL apps by Goth+Biker+Babe · · Score: 3, Informative

    If it's a decently implemented X server on the client then it should support it provided the application isn't using any calls or extensions that aren't supported. For example my Linux PC (with GForce4 graphics card) will work as an X server for my Indy for some applications but not for others.

  24. Official Open[GL,AL] bindings for Java by MarkSwanson · · Score: 3, Informative

    Sun announced full Open[GL,AL] support here:

    http://games-core.dev.java.net/

    Here's a great example of using OpenGL/OpenAL under Win32/Linux written in Java.
    (It uses the LWJGL - which is an OpenGL/OpenAL Java wrapper that uses nio).

    http://www.puppygames.net/

    --
    Schedule your world with ScheduleWorld.com http://www.ScheduleWorld.com/ (Java Web Startable)
  25. 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
    1. Re:The article confuses me. by deanj · · Score: 3, Informative

      Java3D is currently on hold. This isn't a replacement for Java 3D, it's just something different. Kinda like Inventor is different than OpenGL, although it uses OpenGL.

    2. Re:The article confuses me. by Mithrandir · · Score: 5, Informative

      Not on hold - its officially dead. All of the resources working on the project have been moved off and are now working on either JSR-184 or the new OpenGL bindings JSR (once it gets started).

      We're involved in various efforts to replicate and replace Java3D with another scene graph. If you need something immediate, take a look at the Xith3D project from Dave Yazel and the MagiCosm guys. Alternatively, if you can wait a couple of months, we're in the process of ripping our OpenGL scene graph out of the core of Xj3D to turn it into a separate project. The difference between the two is that Xith3D is focused on games (it has primitive objects for particle systems, for example) where our work is focused on CAVEs, powerwalls, linux clusters etc.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    3. Re:The article confuses me. by deanj · · Score: 3, Informative

      It's not "officially dead" until Sun says it is. When I spoke to the developers at JavaOne, they said it was on hold. That's the official line right now.

    4. Re:The article confuses me. by Mithrandir · · Score: 2, Informative

      Sun cannot ever proclaim anything dead. It is admission of failure to them and therefore not acceptable. If you are waiting for them to declare it as dead, you'll probably die before they will state that. JSDT is still officially "on hold" too - it has been for the last 4 years...

      When evertything has been cancelled, and their developers are now not answering emails on the java3d list, and have been assigned to other parts of Sun, it is dead. Also, we already have been told that we'll have access to parts of Java3D - either completely open source, or access to the patents. Either way, they are not doing any more development on it, nor are there any intentions to return to develop it in the future.

      --
      Life is complete only for brief intervals in between toys or projects -- John Dalton
    5. Re:The article confuses me. by deanj · · Score: 2, Interesting

      Yeah, I know...I know... technically (offical Sun party line), it's not dead, but for all practical purposes, you're right, it is dead. I was just relating what one of the developers said at JavaOne. I did a lot of work with it, so it's hard to see it go.

      It'll be interesting what happens with the patents, particularly the .compile() part of the API, since I believe that's one of the things Henry Swizworal (I never could spell that) and the hardware guy (who's name escapes me at the moment...John Deering maybe?) got a patent on.
      At one time I believe they were going to implement that in hardware, but the PC hardware vendors overtook the industry and basically made that irrelevent.

      The real shame of Java3D's history is they never did put the proper number of resources on this project. I don't think there were more than three or four people working on it at any one time at Sun. I think they did one more release after Henry left for that networking company in Seattle, and that was basically it. They were working with Hanrahan's group on a shading extension, but I think that basically went away because of OpenGL's new stuff, and NVIDIA's stuff.

      And actually, they do declare things dead. They put them into "end of life cycle" or something like that. HotJava is one of them. They have a page of the others, but I don't have that link handy. As you say, this rarely happens though.

      You gonna start a JOGL FAQ site? :-)

  26. Too bad about Fahrenheit by Serapth · · Score: 2

    I notice the same thing happens everytime news is released about OpenGL or DirectX. Basically, it becomes a bash fest where one camp supports one API, and the other camp supports the other API. I've used both, and both have there merits ( well... Since Direct3D 7, they have... before that, D3D basically stunk). Now is a good time to bemoan what could have been.

    Anyone remember Fahrenheit? The collabrative effort between SGI and Microsoft to redesign both API's, into a new, leaner more capable common api? Fahrenheit was to provide, a low level API, plus a scene graph api, plus a large model set api aswell. No more bitching... no more choose this, or choose that... no more being tied to one platform ( if you chose to use DX that is ).

    Too bad... perhaps it would have all finally had a taste of world peace. RIP Fahrenheit, Ill miss what you could have been!

    Ok... now back to the Direct3D vs OpenGL bashfest!