OpenGL 2.0 Released
berny@work writes "OpenGL has finally released version 2.0. The benefits include Programable Shaders, in particular: Shader Objects, Shader Programs, OpenGL Shading Language and changes to the Shader API. If you are interested take a look at the tutorials and the case studies that are linked to from the OpenGL site."
Can OpenGL ever match DX in popularity among developers?
Now that there are changes to the way that directx is being implemented; does this open the door for a greater acceptance of opengl for games? It is important for opengl to be used as it is much more likely that a game will be ported to Linux if it is used.
Humor from a Genetically Molested Mind
Now all we need is cards and drivers that actually support the standard. Anyone have any idea how long we'll be waiting for them?
Or do I need to buy some new sleek shizzle to make use of the whole lib?
Weird. I've been seeing cards claiming to be OpenGL 2.0 compatible for a while now.
what video card's/respective drivers support opengl 2.0 . Even the top of the line ati/nvidia cards support only opengl 1.5. I don't know about SGI's graphics subsystems though.
Lets hope that this will encourage more developers to switch to OpenGL. Yeah, I know the argument abt Direct3D being better (and I agree with it) but the new ver of OpenGL might just be good enough and arent the game developers always on the lookout for ways to get the massive linux gamers market
those cards have been able to do fragment and pixel shaders etc through openGL extensions, hence the xxx_ARB_EXT calls. this i assume is the release of all those extensions into the core of the OPENGL pipeline and thus will eventually be without the ARB into the call..
All I know is that this has been a long time in the coming and is great news, especially as MS has just announced the discontinuement of DX past the current version. Finally some competition to DX in modern games, however I really hope this will help people such as myself who do 3D work in Maya and such. Maya has just included a new feature that lets the viewports do a realtime high-quality openGL render as you work on your model/scene, so this can only make that faster and better (though as of right now, realistically speaking it isnt usable nor stable for actual work). Now for ATI to include serious openGL support for its cards & drivers...
"What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
None of the tutorials seem to have anything specific to OpenGL 2.0; they seem to just be 'teaching' basic OpenGL stuff from previous standards.
Jeez...
- OpenGL
- Direct3D
I personally think Direct3D is a bit better, since it can apparently handle more than one separate object at a time.
Back to the drawing board, OpenGL dudes!
Learn from Microsoft next time.
I can't wait to try out some of these features, in 20 years when ATi implements them properly into their drivers, that is.
I don't need no instructions to know how to rock!!!!
Maybe now that it is 'officially' out Bioware will take that into consideration and green light the Linux/OSX port for Neverwinter Nights 2.
The game is still early enough in development that they could still switch from DX and not have much impact in the release date
"Some things have to be believed to be seen." - Ralph Hodgson
Only two years behind the times!
Just different enough from existing GPU programming languages to be annoying, without any added functionality or ease of use!
No standard intermediate representation, requiring OpenGL drivers to contain full-blown compilers! Hello, latency!
OpenGL -- the best API and shading language a politics-laden commitee could design!
Seriously, if it weren't for Mr. Carmack, the dinosaur that is OpenGL would be deader than the dodo bird. Sad, as I spend half my day developing OpenGL apps, but true.
Nvidia and ATi will just 'upgrade' the driver support to GL 2.0 like theyve been doing incrementally. My GF3/GF FX 5200 supports GL 1.5 in the drivers now. It didn't on launch. Same applies to my Radeons.
Someone care to explain what that means?
t _version.html
From the "What's New" document:
Point Sprites
* Point sprites replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.
Point sprites were promoted from the ARB point sprite extension, with the further addition of the POINT SPRITE COORD ORIGIN parameter controlling the direction in which the t texture coordinate increases.
http://www.opengl.org/documentation/opengl_curren
This 3D game titled Pirates of XXI Century by DIO soft is in development on OpenGL 1.5, and is going to utilize OpenGL 2.0 eventually.
Um, what do you think OpenGL 2.0 is? It's a specification.
A deep unwavering belief is a sure sign you're missing something...
because they want to kill more brain cells in their readers so they think subscribing to this site is a good idea.
any other resources for someone interested in starting to tinker with opengl programming?
Sure it's a small market, but any good game will get bought by a large percentage of that market due to the lack of titles. There is far less competition, and if you develop with portability in mind it shouldn't be a big deal to dominate that 5 percent of the gaming market. People using the new Doom engine should really consider this.
IMHO OpenGL is a lot easier and more straightforward to program in.
OpenGL 1.5 with full arb extensions is basicly OpenGl 2.0. At least you can program the OpenGL 2.0 way.
Take a look at the Shading Language Demo
You will see what I mean
Bioware has nothing to do with NWN2.
The benefits include Programable Shaders, in particular: Shader Objects, Shader Programs, OpenGL Shading Language and changes to the Shader API.
Look, all I want to know is if I can shade something.
http://gmail.google.com/gmail/a-90f0dcbb0-46dfd618 8e-a37e78aa60
Mac OS X takes Macintosh graphics capabilities beyond anything you've ever seen on a desktop operating system. Panther gives you the support you need for full-screen movies, monitors with huge resolutions and millions of colors as well as thrilling 3D games. Add to that killer audio with surround-sound, and your Mac has the audio visual qualities for the next decade in computing.
:-)
Why not run on the first 64 bit PC?
Plus it's great for running Microsoft Office !!!
Just buy a mac
Apart from having no relevance to OpenGL, most of the lighting examples etc on the page rely heavily on either NVs registry combiner extension or NVs 'CG' shader asm. Both of which are non-standard methods that have been depreciated for ARB standards for a while now.
What version of Open GL is in the current version of OS X (10.3.5), or how to find out?
Click and help me get an iPod?
How about listing something NOT based on the Quake engine?
Try:
How to convert your Windows Server 2003 to a Workstation
You might want to follow the whole guide if you want to use win2003 as your desktop machine.
Probably tried this but worth a shot. http://forums.jolt.co.uk/archive/index.php/t-14412 3.html
Been wanting a gmail account. jimrob2020"AT"yahoo"DOT"com
OpenGL needs two parts: MCD and ICD. The other one (low-level) is provided with the drivers for your display card. The other one is by OS vendor (MS in this case). Maybe they didn't see it necessary to include 3D graphics API with a server edition (same story with W2k server).
;P
You should locate opengl32.dll in a desktop edition (Win 2000 or XP) and copy it to the server (usually in WINNT/system32 or WINDOWS/system32).
And about gmail account, "Ai've already got une, you see. Oh yes, it's verry nïce" [/end_monty_python_mode]
Set Hardware Acceleration to Full on the Troubleshooting tab of Display Settings.
Are you kidding?
Come on, thats no argument. There is NO linux gamers market worth mentioning, and there is NO massive linux market in the first place.
A better argument:
OpenGL is a long standing industry standard which give developers more control over the way stuff gets rendered. Its simple, straightforward and does not depend on a large, antropophagic competitor, platform owner like Microsoft.
And THATS why ID uses it. So the MS wont choke them by controlling that critical part of the API.
Not many developers have the muscle ID has to invest in remaking a lot of stuff DX already provides, but for some sizes, its worth it.
NO SIG
Indeedy. Back in the days when I was but a measly VB coder (yes, I know I know, this was many years ago) - I actually had a fairly decent 3d program working using.... D3D. Now the D3D stuff wasn't actually supported for VB back then, there was a 3rd-party module which made interfaces with the API rather easy though (I believe it was made by some french dude, though the name long escapes me now). In the latter stages, I also incorporated some amount of OpenGL support into my renderer.
Now, even with a rather undocumented API and a non-supported module, the D3D stuff was just plain easier. In fact, it was too easy, given that I could code a 3d app in VB without truly understanding some of the more intrinsic details of how the APIs/D3D worked
Of course, the more people using it and putting up samples, etc... the more other people can pick it up.
Nowadays I've been getting more into OpenGL, though recently I've been sidetracked. Documentation is still a bit sketchy at times, but I've coded some basic GL C++ apps. Obviously, there's no D3D or DirectX in general for Linux. After I understand some more about Mesa and GL though, I'll probably move to SDL which is supposed to be similar.
The true strength that I see is that there are a lot of people willing to contribute, a lot of existing games/etc that are open-source for me to pick apart, and of course GL runs on 'nix and windows (as well as I'd assume Mac).
Word up bro! I'm feelin' it!
The box of Doom 3 lists it as requiring DirectX, and makes no mention of OpenGL.
I think it is a D3D program.
Has any company ever tried to actually put the OS on the CD with the game?
I.e., instead of saying "Windows compatible" or "Linux compatible", just having you boot the game from the CD which loads an operating system (like a Knoppix CD) and then loads the game on top?
It seems this would appeal to companies because it would give them some consistency in the operating system setup. Of course, the OS would have to have great hardware detection ability. Also there is the hard drive issue I guess. Hmmm. . .
Excuse me, sir, but in order for your Troll Post to be compliant with OpenTroll 2.0 Standards, you will need to implement the spelling of "the" with the standard "teh." Thank You Very Much, the Mgmnt
-end of post.
At this point, DirectX is at least 4.5x better than OpenGL.
Because the developers color scheme is way too nice. A soft blue? Nooo, you must have infantfeces instead.
"If the only popular games using OpenGL use the same engine, that tends to make me think that people are not fond of programming for OpenGL in general, just one person/company."
Yes, but as you say they may have just simply created a kick-ass engine, in which case if you wanted to leverage OpenGL (cross-platform titles come to mind) there's less reason for others to create from scratch.
Combine that with the OpenGL-friendly Torque game engine and you've got a good pair of heavyweight tools.
From their site: "The Torque Game Engine started life as the technology behind Dynamix/Sierra/Vivendis products Tribes, Starsiege, and Tribes 2, and is an industry proven engine. It is currently being used by thousands of developers around the world with shipping titles such as Marble Blast, Orbz, Think Tanks, Tennis Critters, and the upcoming mecha game, Lore."
You could always try this, although it is stated to work with nVidia cards. A better bet would probably be this thread. I'd recommend downloading a test application to find out wether the card is 100% OpenGL-compatible (though it should be). If else, try the generic drivers.
Cheers!
To a web/enterprise programmer like myself (who lately has been using Java), reading opengL tutorials kind of reminds me that no matter how good a programmer, learning an API extensively is most of the work.
:)
:)
.NET C++. Does this mean I can easily use C#? or is that a whole other ballgame? C# does pointers/references "under the hood" like java correct?
Fuck I'm just totally lost staring at openGL code
Anyone else feel inadquate ?
Love,
Zaq
P.S. I noticed the tutorial was using
Now when can I get the code burned into my laptop's onboard Trident Cyberblade 16mb world's greatest chipset? ;) mmmm... 3d.... lol
#Secret Windows Source Code, in MS C% - if (uptime >= "24 hours") then bsod() else print "Windows License Violation!"
3D graphics is something that no sane developer would ever lock himself to a proprietary API like Direct3D. More and more companies use OpenGL for their games, and now with 2.0 even more will ever use it. Using OpenGL has the additional benefit of porting a game to architectures other than Windows. As for other parts of DirectX, there are various combinations that can do the job: OpenGL + SDL, OpenGL + AllegroGL + Allegro, etc.
Is OpenGL open-source or free software? I couldn't find that info on their website. If it isn't, why does everyone root for it? Is it at least more "open" than other langauges?
Oh boy, I can't wait for a new bzflag with ummmm..... shades?
music lover since 1969
It appears that only the specification was released. No platform implementations are availible, so its not currently possible to make and use open gl 2 applications.
People always post this crap and it's never a good idea.
Look, here's an example of something you CAN'T do with a boot disk game:
Bob: "Hey, Joe, let's play some Return to Castle Wolfenstein."
Joe: "Cool. Wanna do the voicecomm?"
Bob: "Sure. Let's use Roger Wilco, my IP's 127.0.0.1"
Joe: "Rock, see you there."
(Or whatever those wacky kids are using these days for voicecomm in games.)
Here's another little skit:
Joe: "I just bought a new ATIVidia SuperCard that has 20 times the performance of older cards!"
Bob: "Awesome! Boot up 'Super Linux Brothers' and let's see how it runs!"
Joe inserts Linux CD that boots into game.
Joe: "Screen's just black."
Bob: "Shit, must be missing the driver..."
Joe: "How the hell do you put a driver on a already-burnt CD?!? This game sucks!"
And here's a third:
Joe: "Here, try my copy of 'Super Linux Brothers.'"
Bob: "Ok."
Bob runs game.
Bob: "These controls are really awkward."
Joe: "I know, it took me like three hours to get controls I liked... just use my control set."
Bob: "Where is it?"
Joe: "Shit, it's saved on my HD at home! I forgot to bring it! Goddamned."
I hope I've demonstrated that having a boot disk for a game is a BAD idea, and why nobody will buy a game distributed that way. There's a reason we haven't done that since the 80s, you know.
Comment of the year
SDL only uses the parts of DirectX that generally don't overlap with OpenGL, to which SDL hands off the remainder of the work.
DNA just wants to be free...
Now doom3 will be postponed while they make it support OpenGL 2.0 on linux to make it own for us more than windows >:D
-DaMouse
There are C# bindings to OpenGL but as with any P/Invoking, you'll take a decent speed hit every time you call one of it's functions. Afaik DirectX.NET is entirely managed so you don't get the speed hit (think I saw this on MSDN TV).
Now it's time to wait for India's code monkeys to implement OpenGL 2. This is a true example of outsourcing producing higher level offerings. If it wasn't for the Indian code monkey, we wouldn't have a spec called OpenGL 2. All the spec writers would be programming, leading to a bunch of different implementations of software to perform shading. Now all we do is write a spec, wait a few months, and automatically have full implementations for every different microchip coming out of Taiwan.
Anyone want a gmail account get a hold of me... I have six left and have no more friends/family left to give them to (I'm lonely.)
Quite seriously, whoever wants them, they're yours.
Unique.
Anyone know when MesaGL will have OpenGL 2.0 support?
APIs are indeed most of the work. Learning a language completely is simple (unless it's perl, and no, that's not a flamebait), but it's the APIs that make you an effective coder. When I first started web-coding, I knew next to nothing. It took me a while to find my way around things in perl (the Camel book helped). I'm pretty sure if tomorrow I need to do a Java Enterprise project, I'll be messing about for a couple of weeks in finding my way. Unfortunatly this is a fact that many managers seem to forget.
When I first read the openGL API I wanted to run to the bookstore and get lots of books on the subject.
When I thought about it for a while, I wanted to run to the bookstore and get lots of math books teaching me the skills I need to do things.
When I got a girlfriend, I gave up on the "running to the bookstore for knowledge" and started thinking about other things.
When said girlfriend and I broke up, I was preparing for endterms.
When I got a job, I thought "I'll have time in the evenings to learn new stuff".
When I was working for 3 months I discovered that I really didn't want to code at home anymore.
When they fired me (yesterday) I thought "I wish I'd spent some time learning openGL."
Yeah, I used to feel the same way about OpenGL, but I discovered that using SDL as a wrapper for OpenGL makes it a little more tolerable for those used to using standard C++. You know, like the kind that uses int main() and not int WinMain().
Also, a real good place to learn OpenGL is http://nehe.gamedev.net/. It has tutorials that cover everything from drawing your first polygon to using pixel shaders. Also, most of their examples are available in a wide variety of programming languages and platform-specific code.
Just so peeps know, only three left.
Unique.
Isn't the DirectX v. OpenGL debate somewhat academic. DirectX APIs are now deprecated. DX9 is the end of the line for DirectX. There will be no compatiblity layer between DX9 and Microsoft's replacement. It's simply going away.
DX games simply need to be recoded for the new API. OpenGL games, well they don't need any changes unless they want to take advantage of the new 2.0 features...
Mod me troll if you want, cuz I don't care.
But seriously! I had submitted this story to /. almost A MONTH AGO and it got rejected. C'mon, lamebrains! stay with the frickin' times, please!....
(to quote my "Recent Submissions" page:)
Screenshot: clicky [ramshacklestudios.com: my own domain and hosting, clean]
So the simple way to understand OpenGL code is to think of a really big state machine. Each call just modifies the currently existing state. The state persists until the state is changed - even to the point of maintaining it between rendered frames.
If you want Java bindings for OpenGL, there's two major projects.
JOGL, which is the basis for the formal bindings in JSR 231.
LWJGL which is a community driven project and somewhat akin to DirectX in that it also merges audio and input device APIs as well.
If you need some tutorials to get started, check out http://opengl.j3d.org in a couple of weeks when it gets officially opened and has lots of beginner tutorials to play with.
After that, the OpenGL Red Book is your friend.
Life is complete only for brief intervals in between toys or projects -- John Dalton
Interest into porting to Linux is slowly becoming more popular between game makers, mostly because if you do it right for the windows port in the first place, it isn't as difficult as it might seem to port to Linux, and it helps open up a small new (starved?) market.
Linux users are not a new gaming market, they are largely already customers who dual boot or emulate. Switching these people from Win32 to Linux is actually a loss, no new sale but additional expenses. The new gaming market only consists of those few who refuse to run anything other than a native Linux version.
Linux does make sense for game servers and these game servers are the reason many of the game clients exist. If Linux game servers were not needed the list of native Linux games would be much shorter.
All right peeps, they're all gone. Thanx for playing! Slashdot pays off once again!
Unique.
This is the "just buy a mac :-)" troll.
Wake up, moderators.
Let the *GAMES* begin!!!
;)
(OpenGl, of course)
Have you read the moderator guidelines? Well, have you, PUNK? (and I want a Karma: Gnarly option)
And the political pissing contest goes on and on and on. Wer zuspät kommt, den bestraft das Leben, he woho is late gets punished by life ....
Honestly, they are too late..
Check joelonsoftware.com for an interesting article about Longhorn and the Win32 API. Gates expects everyone to rewrite their code for Longhorn for absolutely zero benefit (except Gates). Joel figures they'll jump to the web instead. For someone so smart, you're pretty stupid Bill.
Or, maybe closer to the truth, a concept.
But I'm willing to bet my life on this: It was created by African American culture as a joke, mostly because they knew that once whitey came around to copying it just like we copy just about everything else they do, we'd look stupider than ever.
And it's worked. Beautifizzily.
--------
Bleah! Heh heh heh... BLEAH BLEAH!!! Ha ha ha ha...
I see you're back to modding up your current account with your other troll accounts...
Nice work. The Troll High Council is pleased.
Glad you decided to drop in.
Here is the official specifications of the OpenGL 2.0 in PDF format.
Creative Demolition
You mean to say we won't have to play ASCII TTYQuake anymore?
Yep, and have a default state that is expected by everything (matrixmode = modelview, culled faces on or off, depthmask etc) change it if you need to but put it back when you're done. PushMatrix() then PopMatrix() help to get back to the original state. Easy.
The hard stuff with 3d is the maths & knowlege, not the API....
It's not in the list
I have five free invites for anybody that wants them - reply with your addy and I'll send you one.
find / -name "*.sig" | xargs rm
I'll have one
raindog @ digiverse.net
Hmm, I wouldn't mind one either! Mine is getting a bit embarrasing after I made it after a few pints one evening....
My addy: stonkingpenis@yahoo.com
If you think this post needs to be modded down, try using the reply button instead.
OK, I hit reply. (BTW, it's a link, not a button.) Now mods, MOD PARENT DOWN!!
Sure I'll take one...
notamac99 @ yahoo.com
I'd like to have a gmail invite, please.
Send to forgmailonly@hotmail.com
Thanks!
Slightly suspect email address there. Ebay gmail invite collector maybe...?
Would I be the fifth? If so, really appreciated. :)
senorchris (at) hotmail.com
Hey
I'd love one! Hope you still have some invites. My address is
lrandall * bluebottle.com
Thanks
-Luke
In the tradition of the "color books" of OpenGL (red, blue), there's the "orange" book, called the OpenGL Shading Language
Loki is a bad example, yet I understand why people use it. It is the most well known. But that doesn't make it a good example. I purchased many loki games. I spent some time on the newsgroups, both giving and recieving help. When loki went down the tubes, at first, I mourned the loss of the company. Then I found out what really happened.
It appears to me that Scott Draeker really mishandled the assets of the company, taking out loans that he could not pay back, and putting the money into his personal accounts. Just because one person mishandled the assets of the company doesn't mean that their product was not selling. In most cases, when a business goes under, it is because of a bad product. In this case, I believe that it is because of corruption. It is not fair to use the example of Loki as a reason that selling Linux games would not work, however, life isn't fair.
As an aside, I have looked at GarageGames, but I do not buy their games, as they are not the type that I play. It seems that they are, for the most part, simple puzzle games, which do not appeal to me.
warning: This post is likely to contain gobs of dripping sarcasm. Consume at your own risk.