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."
Weird. I've been seeing cards claiming to be OpenGL 2.0 compatible for a while now.
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..
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.