OpenGL Spec Now Controlled by Khronos Group
99BottlesOfBeerInMyF writes "According to a recent press release, the OpenGL Architecture Review Board has voted to transfer control of the OpenGL API standard to the Khronos Group, an industry working group that seems mostly known for its focus on mobile applications. Apple Computer has also just joined the group, presumably because of their interest in OpenGL for the OS X platform. I wonder what affect, if any, this will have upon the future development of the OpenGL standard."
I can't believe I saw this and thought we were talking about Klingons until my brain caught up.
Anything that helps OpenGL and provides drivers for it will be welcome. May it prod developers to write more OpenGL games (mainly) and thus make porting easier.
The cesspool just got a check and balance.
I wonder what affect, if any, this will have upon the future development of the OpenGL standard.
Well reading TFA and not finding Microsoft on either their promoters page or their contributors page I'm cautiously optimistic.
** affect? effect? I can never keep this one straight either.
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If you look at the list of Members you will also spot Panasonic, Toshiba, Softimage, NCSoft and alot of other heavy hitters.
The fact that Google and Apple are involved gives me hope that people will start making applications for Linux and Macs soon. Also, since DirectX 10 is only available for Vista, this may be the prime time for OpenGL to start stealing some market share.
This is my sig. There are many like it but this one is mine.
Part of the reason Direct3D took off (aside from Microsoft's market influence) is that the ARB worked too damn slow and caused OpenGL to lag behind in terms of capability. If Khronos can make decisions faster such that OpenGL can keep feature parity with (or even get ahead of) Direct3D, it'll be great!
It would also probably help if they form close ties with the people making OpenAL, SDL, etc. so that there can be a big, open, complete solution to compete with the whole of DirectX.
"[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz
Sony is also a member of the consortium, and is providing the API suite as part of the PS3 development kit.
Whether Apple contributes back to Free Software isn't really relevant here, and it's been beaten to death in other threads already. Could we please save it for the next KHTML article, at least?!
Besides, the more relevant thing regarding Apple is their behavior regarding other standards (as opposed to software implementations), such as USB, WebDAV, ZeroConf (aka Rendesvous, Bonjour), etc.
"[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz
Khronos *already* handled most OpenGL related specs, like OpenGL ES.
On the negative side, this probably means that yes, SGI is going to be asset-stripped and wound up in short order. One must remember that the writing was on the wall a long time ago. Like CBM before them, Microsoft placed a "mole" in an executive position to wreak havoc, and SGI never really recovered from that period of moronic rebranding and windows NT workstations.
I did a little more looking after submitting this article and while I was not familiar with the Khronos group's work aside from mobile applications, it seems they are also responsible for the COLLADA standard Sony is promoting for open exchange of graphics/models primarily for video games. Perhaps with OpenGL, COLLADA, and some multimedia standards all under the same roof, we'll see development directed to be a better alternative to OpenGL aimed at multiple platforms (Windows, PS3, Mac, and Nintendo?) to offset the threat of MS's DirectX development aimed at Windows and Xbox simultaneously.
... Because this is a direct competitor to DirectX.
Although Microsoft has not been openly hostile. They distribute OpenGL with Windows. And although there are concerns that they are "crippling" the implementation they are shipping with Vista (of which I, personally, am skeptical), hardware vendors ATI and nVidia will be shipping the latest versions with their cards.
can also mean to bring into existence.
Please, for the good of Humanity, vote Obama.
OpenGL, IMHO, has no place on mobile phones... not yet anyway... How on earth can OpenGL grow if it always has to support the lowest common denominator.
I agree. Since Khronos already maintains OpenGL ES for phones, hopefully they will not unify them.
!. Direct3D vs OpenGL:
Doesn't realy matter, for a couple reasons:
Only games are written using Direct3D/DirectX. It is very rarely used for anything beyond that. If given a choice no developer would ever use Direct3d for anything.. but if your making games for technically challenged people and your target platform is Windows then writing it to use Direct3D/directX makes more sense since it's more likely to work well in Windows.
All the major gaming engines already run on Linux. They already run using either OpenGL or Direct3D.. All except HL2/Steam stuff.
The reason Linux doesn't have more games isn't because of DirectX. It's because of lack of ease of use for OpenGL acceleration and market share.
Also DirectX/Direct3d is tied directly to the hardware. If your card doesn't support DirectX 9 your not going to be able to run DirectX 9 application.
For OpenGL it doesn't work that way. It's a programming API that can be accelerated. If you have a card that was designed to accelerate OpenGL 1.x you can still run OpenGL 2.x. It just won't all be hardware accelerated.
If your programming a 3d application and it's not a game and your not Microsoft.. Then your using OpenGL or OpenGL-based system. Period, end of story.
2. OpenGL ARB is 'Advanced Review Board'. They create a set of extensions to the current OpenGL standard to create proven/established OpenGL-related stuff that they can then wrap up together and place into the next generation OpenGL standard.
This is were all that extra stuff goes that people say that OpenGL lacks and DirectX has. OpenGL has a much more formal review system then DirectX/3D has. It needs to be carefull as any standard they create will need to be replicated by multiple people on multiple platforms and be sustainable into the forseeable future.
Microsoft and Direct3D/DirectX doesn't have to deal with that. They can abtrarially make decisions becasue they only have to worry about one platform.
3. Kronos group is partially responsable for the OpenGL-EGL extensions which allow for easier OpenGL based displays for embedded devices.
This is required for a stand-alone XGL-based X Windows server. Current AIGLX (Redhat) and XGLX (Novel) require you to either run a OpenGL-based X server on top of a normal X server (XGLX) or run OpenGL extensions to a normal X server (AIGLX).
This approach has numerious issues. Instead of making a clean break and going with pure OpenGL system your dealing with multiple legacy drivers that can only do a fraction of what OpenGL can do in addition to OpenGL acceleration drivers.
To put it another way.. The current driver model for X is broken. Right now we have 2-3 drivers acting on the same video card at the same time and they need to share resources. These drivers come from different vendors. This is technically difficult and doesn't lead to good acceleration or performance.
Another point:
Legacy 2D X drivers (EXA, XAA) can only provide 2D acceleration.
OpenGL 3d drivers can provide 2D AND 3D acceleration.
OpenGL 3d drivers can provide faster 2D acceleration then what the legacy 2D drivers can do. (due to the nature of the hardware GPU, not so much the drivers)
Having 2D and 3D drivers at the same time makes things much more complecated then just having 3D that can do everything.
3D acceleration is a hard requirement for a modern desktop.
So obviously having OpenGL-based X server is the way to go. And stuff like GLITZ (Xrender replacement) and other things means we can move to a pure OpenGL X server and still keep binary compatability. It's quite a acheivement.
Now the reason we cna't have a pure OpenGL-based display yet is because OpenGL lacks the API hooks to allow you to control the display and other items like that. There is nothing in OpenGL that says "Set the monitor at this resolution". That has to be handled by other stuff.
Kronos had to solve this same exact problem for it's embedded OpenGL display stuff. So they created the OpenGL-EG
Jesus fucking GOD how hard is it?
It amazes me that you have such a grasp of the use of "affect" and "effect" but don't seem to grasp that the word "fucking" should only be used as a verb or adverb and not an adjective. Unless your really meant to express that Jesus is copulating with God, which to answer your question, would seem to be pretty hard to do.
The problem with that is that DirectX isn't a standard -- it's a proprietary Microsoft technology. We'd still need a standard to use for gaming on Mac, Linux, PS3, Wii, etc.
"[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz
(1)Ironically, you yourself appear to "not know a whole lot." There are several reasons that developers use D3D over OpenGL. Personally, if I need cross platform, for example Sense8's WorldToolKit back when I used to work there, I used OpenGL. If I need multi-monitor and/or multi-device hardware acceleration on anything other than an upper end SGI, like what I currently work on, I HAVE to use DirectX9/10 and Win32. There are other reasons to prefer D3D over OpenGL but they are somewhat subjective (i.e. some people absolutely detest the extensions mechanism in OpenGL for example while others don't really care.) Some people like to write simpler code to support multiple rendering paths, et cetera. There are subjective reasons to use OpenGL as well, but this is unimportant, what is important is pointing out that "If given a choice no developer would ever use Direct3d for anything" is a ridiculous and biased statement. Also, if your hardware doesn't support OpenGL 2.0, and your application uses OpenGL 2.0, your application isn't going to run either, so the statements:
"Also DirectX/Direct3d is tied directly to the hardware. If your card doesn't support DirectX 9 your not going to be able to run DirectX 9 application. For OpenGL it doesn't work that way. It's a programming API that can be accelerated. If you have a card that was designed to accelerate OpenGL 1.x you can still run OpenGL 2.x. It just won't all be hardware accelerated."
This is VERY misleading. Presuming scenario 1 where the developer (for either D3D or OpenGL) has coded a support for only a particular version of the API, neither API will run partially in software if the driver does not support that level of the API. D3D9 will not run in software unless you're going to use a debugging rasterizer (highly unlikely), and OpenGL 2.0 WILL NOT RUN on a card with a 1.0, 1.1, 1.2, 1.4 driver. Now, there are some 1.4 drivers which were written so that people like myself could write 2.0 code and execute before the hardware was available, in which case the 2.0 distinctions were supported via software emulation, but this was for developers. You're confusing the ability of a specific OpenGL implementation supporting a specification to the maximum of its ability. For example, if a I have an OpenGL 1.4 driver but the card I'm running on doesn't have Hardware T&L, OpenGL's pipeline is quite capable of transparently deciding whether or not it should offload the lighting to the card or doing it in software. This is not the same as some future version of OpenGL running on my old OpenGL card with an old driver.
"If your programming a 3d application and it's not a game and your not Microsoft.. Then your using OpenGL or OpenGL-based system. Period, end of story" - I certainly hope you're not in a decision making capacity at your job (or that your job is doing something other than writing rendering code) because you're screwing your company over. Right tool for the right job, every time. It's a toolbox not a religious jihad.
(2)"OpenGL has a much more formal review system then DirectX/3D has" - No it doesn't. Crimony. Do you know what the specification process for DirectX is? You can say they're different, but it certainly isn't less "formal." You could say it is less open, but that's because it isn't an open API.
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Yes, your tiredness had an effect on your affect and affected the effect of your post.