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OpenGL 3.0 Released, Developers Furious

ikol writes "After over a year of delays, the OpenGL ARB (part of the Khronos industry group) today released the long-awaited spec for OpenGL 3.0 as part of the SIGGRAPH 2008 proceedings. Unfortunately it turns out not to be the major rewrite that was promised to developers. The developer community is generally furious, with many game developers intending to jump ship to DX10. Is this the end of cross-platform 3d on the cutting edge?"

643 comments

  1. KDE? by PacketShaper · · Score: 5, Funny

    Everyone knows x.0 releases are Beta anyway.

    OpenGL 3.1 will rock

    /ducks

    1. Re:KDE? by Malevolyn · · Score: 5, Funny

      I'd be careful what you say if I were you. With a name like PacketShaper you won't have it easy here on Slashdot.

      --
      Your ad here.
    2. Re:KDE? by larpon · · Score: 5, Funny
      No no no no dude...

      OpenGL 3.5.9 will rock

      /ducks even lower

    3. Re:KDE? by sharkey · · Score: 5, Funny

      Personally, I'm waiting for OpenGL 3.11 for Workgroups.

      --

      --
      "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
    4. Re:KDE? by Anonymous Coward · · Score: 0, Troll

      Sigh! Yet another slashdot meme that once was marginally funny & has been done to death by the socially retarded.

    5. Re:KDE? by rhfixer · · Score: 1

      That's what Bill said.

      --
      Hi.
    6. Re:KDE? by MindlessAutomata · · Score: 0

      3.11 should be enough for anybody.

    7. Re:KDE? by steampoweredlawngnom · · Score: 1

      sorry, mis-modded you and apparently this is the only way to undo it...

    8. Re:KDE? by Adriax · · Score: 5, Funny

      Unfortunatly once it hits version 3.14.159 it comes full circle, starting back at the beginning.

      --
      I don't suffer from insanity, I enjoy every minute of it!
    9. Re:KDE? by omfgnosis · · Score: 1

      All Your Base Are Longcat Is Long You're Doing It Wrong No Yuo?

    10. Re:KDE? by omfgnosis · · Score: 1

      Oh I forgot Xobox si hueg11!eleven

    11. Re:KDE? by MindlessAutomata · · Score: 1

      ...in Soviet Russia.

    12. Re:KDE? by omfgnosis · · Score: 1

      I, for one, welcome... you insensitive clod!

    13. Re:KDE? by Anonymous Coward · · Score: 0

      ...according to Netcraft.

    14. Re:KDE? by Anonymous Coward · · Score: 0

      And it has been Slashdotted again.

    15. Re:KDE? by dvs01 · · Score: 1

      LMAO

    16. Re:KDE? by Anonymous Coward · · Score: 1, Informative

      Actually, that would be only half a circle, 2*pi is a full one, am i rite?

    17. Re:KDE? by navyjeff · · Score: 1, Informative

      I think you mean 6.28.318

    18. Re:KDE? by Anonymous Coward · · Score: 0

      2*pi, ARR!

    19. Re:KDE? by Profane+MuthaFucka · · Score: 1

      I'm a whiz at math. It's pi R squared times 4/3 minus the square root of 4 ab divided by b squared. I think there's a natural log in there somewhere too.

      --
      Fascism trolls keeping me up every night. When I starts a preachin', he HITS ME WITH HIS REICH!
    20. Re:KDE? by Anonymous Coward · · Score: 0

      But does it run linux?

    21. Re:KDE? by Anonymous Coward · · Score: 4, Funny

      I can make one now if need be.

    22. Re:KDE? by Dever · · Score: 1
      i laughed out loud, part from the memories of crazy 3.x days, but mostly from the fact that as /. gets more and more wintel (whats the nix % now? 1.5% or some shit?) many people probably won't know what the hell it is referring to...

      3.11? huh?? workgroups?

      --
      - I'd prefer not to.
    23. Re:KDE? by hostyle · · Score: 0

      No one expects the Beowulf Inquisition!

      --
      Caesar si viveret, ad remum dareris.
    24. Re:KDE? by segedunum · · Score: 1

      The difference here is that KDE 4 offers the break that was promised, with compelling improvements that will actually make people want to use it. In the meantime, you could still use 3.5.x. OpenGL 3.0 is really just 2.2, where people have no motivation whatsoever to move to it and deal with the same old drama. There is no reason to suppose things will get better in 3.1 or 3.2.

    25. Re:KDE? by Alex+Belits · · Score: 1

      gb2/b/

      No 4chan memes on Slashdot, pls. -- or we will post the story of your DNS fortress.

      --
      Contrary to the popular belief, there indeed is no God.
    26. Re:KDE? by Anonymous Coward · · Score: 0

      *Lifts chair while trying to impersonate a certain Microsoft executive*
      *Rethinks...
      'Oh wait, no.. this is the other guys stuff and not the Microsoft developed DirectX we're talking about'*

      *Throws table and hits communist PacketShapers head*

    27. Re:KDE? by Anonymous Coward · · Score: 0

      No, the OpenGL 4.1 is what delivers all promises for users /builds a bunker

    28. Re:KDE? by laejoh · · Score: 1

      What? At \documentclass{article}?

    29. Re:KDE? by Anonymous Coward · · Score: 0

      OpenGL 3.1.4 will literally run circles around everything else, I'm telling you.

    30. Re:KDE? by Anonymous Coward · · Score: 0

      3.14.159 is a 180-degree turn from the first version. It goes in a completely different direction. Version 3.30.318 returns to its roots.

    31. Re:KDE? by mdfst13 · · Score: 1

      Actually, that would be only half a circle, 2*pi is a full one, am i rite?

      That depends on whether your unit is diameters (one pi) or radians (two pi).

    32. Re:KDE? by Anonymous Coward · · Score: 0

      Come on... natural logs?
      Please mod parent +5 funny for subtle use of well crafted toilet humor.
      Posts of this calibre should be rewarded.

    33. Re:KDE? by oldspewey · · Score: 2, Funny

      Unfortunatly once it approximates version 3.14.159 ...

      Fixed

      --
      If libertarians are so opposed to effective government, why don't they all move to Somalia?
    34. Re:KDE? by LilBlackDemon · · Score: 1

      Nah, seems more like a \documentclass{report}

    35. Re:KDE? by skeeto · · Score: 1

      This explains Web 2.0 perfectly.

    36. Re:KDE? by thePowerOfGrayskull · · Score: 1

      Where's "+1 Taking one for the Team" when you need it...

    37. Re:KDE? by Anonymous Coward · · Score: 0

      What, you modded him insightful?

    38. Re:KDE? by mahmud · · Score: 1

      For sure, you must have meant "radii" instead of "radians"...?

    39. Re:KDE? by JumperCables233 · · Score: 1

      3.5.9 sounds a little suspicious. Don't we all remember what happened at Wolf 359? http://en.wikipedia.org/wiki/The_Best_of_Both_Worlds_(TNG_episode)

    40. Re:KDE? by NateTech · · Score: 1

      I had a DNS Fortress set up in the living room once. It was fun to hide in the cushions and scare people when they walked by.

      --
      +++OK ATH
    41. Re:KDE? by TheoMurpse · · Score: 1

      You know, I would have imagined that 3.14.159 would have it complete a half circle, not a full circle.

    42. Re:KDE? by FunkyELF · · Score: 1

      Maybe he was referring to the area and not the circumference. The area of a circle with radius of 1.0 is pi.

    43. Re:KDE? by slapout · · Score: 1

      It takes 3.14 diameters to go around a circle, so that is a full circle.

      --
      Coder's Stone: The programming language quick ref for iPad
    44. Re:KDE? by mdfst13 · · Score: 1

      Actually, radians is correct (it's the angular measure, two pi radians is equal to 360 degrees); the diameters is questionable in comparison.

    45. Re:KDE? by mahmud · · Score: 1

      You are of course correct. For some reason I was thinking about the perimeter of the circle (which actually doesn't fit the context of this thread), and not the revolutions in degrees/radians.

  2. Question by Narpak · · Score: 5, Insightful

    Is this the end of cross-platform 3d on the cutting edge?"

    Probably not. As long as DX remains solely in the hands of MicroSoft; there will be use for other forms of cross-platform 3D. More so as the "none-MS" OSes continue to grow in numbers.

    1. Re:Question by TheRealMindChild · · Score: 4, Informative

      Yes and No. WINE has a very nice implementation of DirectX 9 that seems to run my games very bloody well. And no, I am not using real windows binaries.

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    2. Re:Question by qbwiz · · Score: 4, Informative

      Cross-platform 3D is useful, but OpenGL stopped being cutting-edge many years ago. The model that it uses is falling farther and farther from the model that the hardware supports, and many new extensions and features are not supported on many platforms (particularly ATI). It has become increasingly difficult to write cutting-edge graphics software, and OpenGL 3 does little to fix that.

      --
      Ewige Blumenkraft.
    3. Re:Question by nurb432 · · Score: 1

      He did say *cutting edge*, which may play into this.

      --
      ---- Booth was a patriot ----
    4. Re:Question by Narpak · · Score: 5, Insightful

      Indeed. But preferably games should be possible to play without Wine. Hopefully as Linux, and other OSes, continue to get better and become more "newbie" friendly; it will become interesting for more companies to invest in Linux versions of their games.

    5. Re:Question by Anonymous Coward · · Score: 5, Interesting

      WINE's Direct3D sits on top of native linux OpenGL.

      I don't think most developers are "furious". When OpenGL 3.0 was described as a backward-incompatible rewrite, they were a bit closer to furious. They spoke, and said they wanted backward compatibility retained a while longer. And lo, Khronos delivered, while providing a mechanism for migration to the new architectural constructs (buffer objects, shaders, moar buffer objects, moar shaders), and a way to build your code so that deprecated constructs fail.

      Seriously, most people in the OpenGL community are fairly happy (though there's some grumbling over the still-wide OpenGL / OpenGL ES split).

    6. Re:Question by Malevolyn · · Score: 2, Insightful

      I considered that as well, but I think these game developers are just overreactiing and throwing a collective temper tantrum. So they didn't rewrite OpenGL (quite a feat), big deal. They still released a new version. Then again I'm one to prefer that something exist and not be quite as good, as opposed to it not existing at all.

      --
      Your ad here.
    7. Re:Question by Penguinisto · · Score: 2, Interesting

      Question is, what does OSX currently have handy that would replace it? (it's been way too long, my memory sucks, so let me take a stab here... Quartz, Core Graphics, whatever-it's-called-nowadays?)

      Either way, any developer having to keep two separate code branches for two separate library sets is (okay, just IMHO) begging for pain.

      /P

      --
      Quo usque tandem abutere, Nimbus, patientia nostra?
    8. Re:Question by hr.wien · · Score: 5, Interesting

      That certainly isn't my experience. Most people on the OGL discussion boards were very much looking forward to the changes to the API. The previews Khronos posted in the Pipeline newsletter looked bloody amazing.

      But when those previews are followed by almost a year of complete silence and then finally an API which is nothing at all like the one they promised, but rather some more spit and polish on the mess that is OGL 2.1 (much like OGL 2.0 was really just 1.6 with a new name), people got pissed off. And rightfully so.

      The only ones pleased with this change as far as I've been able to gather are the CAD people wanting to continue to run their old, stale OpenGL bases code until the end of time. For new development, using OpenGL is a pain in the back side, which is why I just began bringing my renderer up in D3D10.

    9. Re:Question by Anonymous Coward · · Score: 0

      Are you saying that Rage from id Software, which uses an OpenGL renderer, is not cutting-edge or what?

    10. Re:Question by JohnyDog · · Score: 5, Interesting

      This has however everything to with ATI and nothing really with OpenGL, as it is the hardware manufacturer who ultimately decides which capabilities will they expose in the drivers. ATI's OpenGL drivers was *always* bad, buggy, and badly performing (go on, search for some old benchmarks, you will see that ATI cards that easily outperform their NVidia counterparts in DirectX falls heavily behind when it comes to OpenGL apps and games).

      The developers' expectations here was that if OpenGL 3.0 will include all the newest stuff in core spec, ATI (and Intel and others) will be forced to support them (so they can pass the certification and be able to call their products compliant), however the same expectation for improved OpenGL drivers was there when ATI was bought by AMD, and that too never really materialized. ATI simply doesn't care enough about OpenGL, their main focus was always DirectX, and i don't see that changing in nearby future.

      As for OpenGL 3.0, the rage is that Khronos group promised us moisty delicious cake (whole new API, yay!), but after long long wait delivered only small biscuit. I didn't expect much so i'm not disappointed and overall the spec is good step (deprecation model for lots of old stuff, FBO finally promoted to core, direct access extension), but just like KDE 4.0, it is only first step, and it *really* depends on where it will go from now.

      --
      People who like this sort of sig will find this the sort of sig they like.
    11. Re:Question by Anonymous Coward · · Score: 5, Informative

      That's most of the problem though... they did rewrite OpenGL, then they scrapped it. So in the process, we got a few years of the new version not existing. And a year of communication (from ARB/Khronos) not existing, particularly frustrating after they'd spent the previous year saying they were going to work on communications and transparency.

      Even better, GL2 was supposed to be a cleaned up API, so this was the second time they promised a rewrite and scrapped it.

      So either they were completely wrong about the justification for the rewrite both times (which doesn't bode well for the group in charge of the API) or we are missing out on the benefits the rewritten API would have provided.

      Probably the biggest problem was the communications though, if they'd admitted the problems as they happened, there probably would have been less backlash. As it is, everyone was still pretty much expecting the original 3.0 design, so not getting that, on top of a year's worth of promised status updated, on top of the previous poor communication the promised status updates were supposed to fix, on top of the promised-then-scrapped 2.0 update, etc. leads to unhappy community.

      (For those not following the situation, advertised benefits included:

      simpler api = simpler drivers = better conformance + fewer driver bugs

      new object model = less need for consistency checking in drivers = faster drivers with fewer bugs

      getting rid of outdated code paths = easier to understand the api, easier to tell what will be fast

      probably some more I forgot)

    12. Re:Question by Anonymous Coward · · Score: 0

      The previews Khronos posted in the Pipeline newsletter looked bloody amazing.

      Funny, I thought they looked kinda stupid, actively throwing away simplicity and ease of use. I'm glad they listened to the movers and shakers instead of the whiners on internet fora.

      why I just began bringing my renderer up in D3D10

      Direct3D: irrelevant on all interesting platforms. Shrug. Your choice.

    13. Re:Question by uzytkownik · · Score: 1

      The only ones pleased with this change as far as I've been able to gather are the CAD people wanting to continue to run their old, stale OpenGL bases code until the end of time. For new development, using OpenGL is a pain in the back side, which is why I just began bringing my renderer up in D3D10.

      The last time I try to learn DX it was painful. Is it changed in DX 10?

      --
      I've probably left my head... somewhere. Please wait untill I find it.
      Homepage: http://blog.piechotka.com.pl/
    14. Re:Question by Thyrteen · · Score: 2, Insightful

      Yeah,I've tried wine with a bunch of stuff, and I've gotta say that I'm really, really not keen on using it to run games. especially on my desktop with sli and such. Enough games have bugs in windows, let alone under an emulator. I'd hate to have to get support. Granted, I play very few games, but I'd hate to see opengl go, and I don't think it's going anywhere. It's just too used already, and very practical for lots of stuff. Besides, despite a few game programmers dropping it, what about all the open source programmers that use it for linux and/or windows tasks?

    15. Re:Question by hr.wien · · Score: 4, Informative

      Well, it is a Microsoft product, so it's not without its flaws (The Vista dependency for one), but over all it's a good API for taking advantage of modern hardware without all the legacy crud that plagues OpenGL.

      If you've used D3D8 or older, you'll find it a massive improvement.

    16. Re:Question by emjay88 · · Score: 1, Informative

      Wine isn't an emulator. http://www.winehq.org/site/myths

      --
      1178161 is prime...
    17. Re:Question by Anonymous Coward · · Score: 3, Insightful

      "The CAD people" are the bread and butter of OpenGL. It's incredibly important to keep those high-margin dudes happy. Direct3D totally fails at addressing CAD + grownups' visualisation needs, so killing OpenGL's core and basically captive market to keep low-margin gamer devs happy would be superdumb.

      But wait, legacy-free OpenGL ES also exists, catering specifically to gaming+embedded markets! How about that!

    18. Re:Question by Anonymous Coward · · Score: 0

      true... OpenGL may not make it but there are others such as SDL which works well with Linux from what I understand.

      www.libsdl.org

    19. Re:Question by Anonymous Coward · · Score: 1, Insightful

      Plus the card vendors would love to segment the market again, so that OpenGL = CAD = Pro prices.

      Oh, and if you're using Mac or *nix, you're ripe for the plucking too.

    20. Re:Question by Anonymous Coward · · Score: 0

      If the market was divided in three equal parts, say 33 % windows, 33 % mac os x, 33 % linux, both microsoft and apple would integrate support for linux applications in their OS'es, and in the end linux would win

    21. Re:Question by DGolden · · Score: 5, Informative

      the legacy crud that plagues OpenGL.

      Did you read "the deprecation model" (appendix e) of the OpenGL 3.0 spec? OpenGL 3.0 apparently provides for a mode (a "forward compatible context") that helpfully excludes deprecated "legacy crud".

      This sounds very handy for people trying to update codebases - they can presumably switch to a forward-compatible context, do a build, see what breaks.

      --
      Choice of masters is not freedom.
    22. Re:Question by setagllib · · Score: 1

      ...By being an OpenGL wrapper...

      --
      Sam ty sig.
    23. Re:Question by Kjella · · Score: 4, Informative

      AFAIK you cannot use the dependency resolution logic of apt or yum or w/e without also divulging the source code something which is never going to happen with commercial s/w.

      kjella@desktop:~$ dpkg --info opera_9.51.2061.gcc4.qt3_i386.deb
        new debian package, version 2.0.
        size 8295240 bytes: control archive= 6485 bytes.
                  34 bytes, 2 lines conffiles
              1275 bytes, 21 lines control
            16580 bytes, 231 lines md5sums
              1719 bytes, 54 lines * postinst #!/bin/sh
                572 bytes, 18 lines * postrm #!/bin/sh
                179 bytes, 9 lines * prerm #!/bin/sh
        Package: opera
        Version: 9.51.2061.gcc4.qt3
        Section: non-free/web
        Priority: optional
        Architecture: i386
      Depends: libc6 (>= 2.1.3), xlib6g (>= 3.3.6) | xlibs | libxmu6, libqt3-mt (>= 3.3.4), libstdc++6
        Suggests: flash-npapi-plugin | flashplugin-nonfree | swf-player | libflash-mozplugin | mozilla-plugin-gnash, pdf-npapi-plugin | djvulibre-plugin | mozilla-acroread, cupsys-client | lpr, sun-java6-jre | sun-java5-jre | java-gcj-compat, linux-libertine | ttf-dejavu | ttf-bitstream-vera | msttcorefonts, xine-plugin | gxineplugin | mplayerplug-in | kaffeine-mozilla | mozilla-mplayer | mozilla-helix-player | gecko-mediaplayer, mozplugger | plugger, mozilla-bonobo, aspell
        Conflicts: opera-static
        Replaces: opera-static
        Provides: opera-static, www-browser
        Installed-Size: 20100
        Maintainer: Opera Packaging Team
        Bugs: mailto:packager@opera.com
        Description: The Opera Web Browser
          Welcome to the Opera Web browser. It is smaller, faster,
          customizable, powerful, yet user-friendly. Opera
          eliminates sluggish performance, HTML standard violations,
          desktop domination, and instability. This robust Web
          browser lets you navigate the Web at incredible speed and
          offers you the best Internet experience.
          The binaries were built on Debian using gcc-4.0.0.

      I think someone sent us a telex saying they want their troll back.

      --
      Live today, because you never know what tomorrow brings
    24. Re:Question by hr.wien · · Score: 4, Interesting

      Sure, but that does nothing to help driver development. They still need to support all the deprecated features if the application requests them (most likely for a very long time to come as well), and driver quality is one of the major problems with OGL right now.

      The "old" GL3 was also supposed to include interoperability with GL2 mind. But it would not do it by layering yet more stuff on top of the old, which I can't imagine will do driver quality any favours.

    25. Re:Question by drik00 · · Score: 1

      I think the point is that the follow-up to release 1.9 isn't just to tweak it and release it as 2.0... a new release should include substantial changes and upgrades.

      --
      Beer, now there's a temporary solution -- Homer Jay S.
    26. Re:Question by Anonymous Coward · · Score: 0

      Well that's what I've read. That the whole linux packaging system is in a mess because of lack of standardization between distributions. I could be mistaken about the source requirement. Was it required in ubuntu repositories in the past?

    27. Re:Question by msuarezalvarez · · Score: 0, Flamebait

      Oh, that's what you read...

      At least, there is no need for a [Citation needed] tag on the statement that you do not know what you are talking abut then.

    28. Re:Question by ameline · · Score: 5, Interesting

      Imagine you were the owner of a CAD or Animation software company. I suppose that when you have multiple OpenGL apps each with 10s of millions of lines of code, it's pretty hard to justify a rewrite from a business standpoint. Those "old stale" code bases each generate 100s of millions of dollars each year, and they're orders of magnitude larger and more complex than games. It would take millions of $$ to port one of the major OpenGl apps to another API, and from a business standpoint, those $$ would be wasted -- they wouldn't be doing anything other than chasing someone else's aims and objectives -- not doing anything that would generate a decent return on the investment.

      Your customers don't care what the underlying API is that you use -- what they care is that you solve their problems in a cost effective way. If OpenGL3.x was a complete and incompatible break -- these companies would think "well if those a$$h0les are going to make us rewrite the software, we might as well jump to DX instead and be done with it" (At least if you don't have to support mac and linux).

      It's not too hard for people to figure out who I work for so let me add that these are my opinions only -- my employer may share them, or they may not -- I certainly make no representations in this -- but these opinions are mine.

      --
      Ian Ameline
    29. Re:Question by DGolden · · Score: 5, Interesting

      most likely for a very long time to come as well

      Seems rather FUDy... Why introduce a deprecation model if not to encourage people to the more OpenGL ES like nondeprecated bits? Yeah, you still can call glBegin/End, but it'll presumably hiss nastily at you.

      I just don't see it as "layered on top", particularly - you do things the new way if you want your code to run in forward-compat mode. It's "beside" rather than "on top".

      (certainly unlikely to be "layered on top" at the driver sources level, would be inverted if anything - any old fixed pipeline functionality emulated with programmable hardware.)

      Bit of a book-scam though. Whole 'nother round of red/orange book purchases...

      --
      Choice of masters is not freedom.
    30. Re:Question by Anonymous Coward · · Score: 0

      > "But preferably games should be possible to play without Wine."

      Oh, there must some new Holy Gideon Bible that this snippet of scripture was quoted out of. I must check the bookstore.

      Seriously, every program on my Linux system could be secretly running Wine under the hood and I wouldn't care, as long as it's open source and my system works efficiently.

    31. Re:Question by hr.wien · · Score: 5, Interesting

      The problem here isn't the actual implementation of the old fixed function pipeline. That has been emulated with shaders for yonks already.

      The problem lies in the state machine at the core of OpenGL. This will have to be there no matter what "deprecation level" you're running at and I can't imagine the IHVs will implement a standalone version of that for each of these levels. The result is that every feature will impact others since they interact with the same core system, enabled or not. IHVs will have to hack up their currently stable code to add OGL "3" support, and they will break things in the process.

      What really breaks my heart is that OGL2 could "easily" be layered on top of the original GL3 they proposed. That way they could take care of backwards compatibility while still providing lean and mean drivers for the rest of us. The other way around isn't nearly as easy though (if at all possible), and will do jack squat for driver simplicity.

    32. Re:Question by Anonymous Coward · · Score: 0

      Direct3D: irrelevant on all interesting platforms.

      The market would seem to have rendered that assertion totally false.

    33. Re:Question by binarylarry · · Score: 5, Funny

      What's that?
      Wine Isn't aN Emulator?
      No way!

      --
      Mod me down, my New Earth Global Warmingist friends!
    34. Re:Question by Anonymous Coward · · Score: 0

      for each of these levels.

      All two levels, including the deprecated and non-deprecated level...

      And check out gallium3d state tracker architecture - state-tracker modules for opengl 2.x, with 3.x, ES planned. So on the contrary, in my estimation, state trackers can relatively handily be implemented for each level.

      IHVs will have to hack up their currently stable code to add OGL "3" support,

      Heh. Pretty sure that's what some of 'em really wanted to be able to do, really...

      What really breaks my heart is that OGL2 could "easily" be layered on top of the original GL3 they proposed.

      Opengl is an API spec, not an implementation. vendors can already use a layered approach driver-internally. If you want a slimline api, just stick to 3.0 forward-compatible (or ES...)

    35. Re:Question by Craig+Ringer · · Score: 1

      The issue is not that the package formats don't permit dependency specification. The problem is that the package names and version schemes are inconsistent between distros, so it's hard to know what to call the package. As such, you have to make packages of your app for each distro. That's a pain, but not actually all that bad. As someone who does both win32 and Linux development, I'd say they're both about equally excruciating.

    36. Re:Question by Anonymous Coward · · Score: 0

      Wine Is Not an Emulator

    37. Re:Question by hr.wien · · Score: 4, Insightful

      Their code will require a huge architectural rewrite no matter what the API looks like. Hardware just doesn't work like these programs are using the APIs anymore, and hasn't for a long time. Keeping this legacy stuff around in the new API won't change that. It'll still be a complete mismatch with the hardware.

      If they want to take advantage of GL3 (either the promised or the delivered version) they will have to rewrite large parts of their code, so why not just drop all this backwards compatibility nonsense and make GL3 actually good, while still keeping GL2 around for legacy? With the original plan for interoperability between the two they could still switch to GL3 one piece at the time while they rewrote their codebase to modern standards. This would have been much simpler for everyone involved. These companies included.

    38. Re:Question by cjb658 · · Score: 1

      Yes and No. WINE has a very nice implementation of DirectX 9 that seems to run my games very bloody well. And no, I am not using real windows binaries.

      Huh? I only get about 1/2 to 1/3 the FPS I get in Windows when I use Wine. I thought this was because D3D calls were emulated.

    39. Re:Question by FishWithAHammer · · Score: 1

      If D3D couldn't address those needs, why are a number of CAD developers moving to D3D instead of OpenGL?

      --
      "You can either have software quality or you can have pointer arithmetic, but you cannot have both at the same time."
    40. Re:Question by hr.wien · · Score: 2, Interesting

      All two levels, including the deprecated and non-deprecated level...

      Two levels, for now. There will be more in the future as more stuff gets deprecated if I'm reading it right.

      And the forward compatible API is nowhere near as clean as the one promised a year ago. The fact that it may be layered on top of a cleaner API inside the driver doesn't really help me.

      Will the IHVs (or Tungsten for Gallium) develop separate state trackers (or whatever it is they're doing internally) for each deprecation level though? Sound like an awful lot of duplicate work for what is essentially the same API. And if they're not, well that's where I get worried. The famed OpenGL rewrite over at ATI wasn't exactly painless (and lots of apps are still broken), and if they have to do all this refactoring underneath the API yet again I don't look forward to the fallout.

    41. Re:Question by Hairy+Heron · · Score: 1

      I thought this was because D3D calls were emulated

      No, that's due to the overhead of translating the D3D calls to OpenGL. There is no emulation going on.

    42. Re:Question by Anonymous Coward · · Score: 5, Funny

      It's not too hard for people to figure out who I work for so let me add that these are my opinions only -- my employer may share them, or they may not -- I certainly make no representations in this -- but these opinions are mine.

      Jesus Christ, why don't you just change your last name to match your company's and be done with it? Do they own you? Do you feel the need to make a similar disclaimer every time you take a dump?

      Excuse me, folks! I just wanted to let everyone else in the bathroom know that this stink is not the fault of my employer! My employer does not necessarily have as much gas as I do!

      Are you worried that your masters will punish you? If so, I suggest that you reconsider your loyalties.

    43. Re:Question by jeremyp · · Score: 1

      OpenGL: interesting on all irrelevant platforms.

      --
      All I want is a secure system where it's easy to do anything I want. Is that too much to ask ~~ Randall Munroe
    44. Re:Question by omfgnosis · · Score: 0

      Almost all "linux" (*nix) software can compile on OS X, or is already distributed for OS X. And quite a lot of it can run on Windows as well. Why hasn't Linux gained traction from that? In fact, if anything, I think the availability of OS X has probably minimized interest that might have grown in Linux.

      More than that, the problem with your "what if" is that it's based on a premise that will likely not happen in the foreseeable future: it's completely unprovable.

    45. Re:Question by omfgnosis · · Score: 2, Insightful

      "The market" is:
      - not a homogenous force (there are wildly divergent attitudes on the subject, but they aren't reflected in dry statistics)
      - not a rational force (there are huge forces like inertia which aren't reflected in dry statistics)
      - not a force which quickly adapts to a context that's changing (more inertia)
      - not a decentralized and egalitarian force (inertia favors attitudes of the few with the most; the most with the least don't have much voice in the market)

      The most we can conclude from "the market" is the attitudes of people with weight to throw around, and even then it's questionable.

    46. Re:Question by torstenvl · · Score: 1

      But did he say "toe pick"?

    47. Re:Question by Skrapion · · Score: 5, Funny

      That's right, WINE is not an emulator. It just, uh, "approximates" the Win32 libs.

      "Approximates?" No, that's not right. Simulates? Imitates? Hmm... if only there was a word for something that attempts to perform a task in an identical way to something else.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    48. Re:Question by Knuckles · · Score: 4, Informative

      Implements.

      --
      "When I first heard Daydream Nation it quite frankly scared the living shit out of me." -- Matthew Stearns
    49. Re:Question by emjay88 · · Score: 1

      The goal of Wine is a full reimplementation of the Windows API which will make Windows unnecessary.

      Empahasis mine.
      http://www.winehq.org/site/myths

      --
      1178161 is prime...
    50. Re:Question by ameline · · Score: 2, Interesting

      You are correct that code needs to be rewritten and even rearchitected -- the old way of doing things in GL is often a very poor match for today's hardware, and GL is pretty crufty these days -- but it would be nice to be able to do the rewrites incrementally over several releases as opposed to all at once (incrementally with multiple contexts is not so nice either). That said, I think it would have been better had GL3.0 been what we had been expecting as opposed to GL2.2, which is what we got.

      Barthold Lichtenbelt made a good post recently on the OpenGL newsgroup explaining how things got to this point. You should check it out.

      --
      Ian Ameline
    51. Re:Question by FranklinDelanoBluth · · Score: 1

      As for OpenGL 3.0, the rage is that Khronos group promised us moisty delicious cake (whole new API, yay!), but after long long wait delivered only small biscuit.

      So, would it be fair to say "the cake [was] a lie?"

    52. Re:Question by LordMyren · · Score: 2, Interesting

      EXT_direct_state_access is their answer to your state machine problems. Although it hasnt abolished state, the extension is designed to make it accessible: whereas previously programmers had to update selectors and latch in state, the EXT_direct_state_access extension attempts to, from what I can discern, provide easy on-demand access to various states, no context switching required.

      As you are the only sane comment I've read from this entire thread, I'd be interested to hear what you think of EXT_direct_state_access.

    53. Re:Question by msclrhd · · Score: 1

      This is likely due to the game making GDI calls. GDI is painfully slow at the moment (although the people at CodeWeavers have this on their hit-list) because it is making a round-trip with the X server for every GDI call you make.

      If you run the directx tests they run blisteringly fast on Wine, so I doubt that the D3DOpenGL translation is the issue.

      And D3D is not emulated; the D3D calls are translated to (mapped onto) OpenGL calls. This is like using a library like MFC, WTL or Qt that wrap the Windows API into a higher-level API.

    54. Re:Question by LordMyren · · Score: 1

      I would be very interested to see Barthold Lichtenbelt's post. I went back to March but did not find it. I dont know what name he is posting with anymore. Any pointers/links to get me in the right direction would be appreciated.

    55. Re:Question by Hal_Porter · · Score: 1

      Indeed. But preferably games should be possible to play without Wine. Hopefully as Linux, and other OSes, continue to get better and become more "newbie" friendly; it will become interesting for more companies to invest in Linux versions of their games.

      Maybe the way the world works is that Microsoft produces the standards and other people implement them.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    56. Re:Question by Skrapion · · Score: 2, Informative

      The goal of Wine is a full reimplementation of the Windows API which will make Windows unnecessary.

      Emphasis mine.

      Wine comes with a full set of headers and libraries which make it possible for a programmer to view the Win32 API as a spec and recompile it with the Wine implementation.

      However, Wine also comes with a program that loads native Win32 .exe files and tricks them into thinking that they're running on a bona-fide Win32 OS. This is how most end-users experience Wine, and it's hard to argue that's not an emulator.

      WINE should really stand for "Wine Is Not just an Emulator" or maybe "Wine Is Not a hardware Emulator".

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    57. Re:Question by shutdown+-p+now · · Score: 1

      It would take millions of $$ to port one of the major OpenGl apps to another API, and from a business standpoint, those $$ would be wasted -- they wouldn't be doing anything other than chasing someone else's aims and objectives -- not doing anything that would generate a decent return on the investment.

      Wonder why AutoCAD was ported to Direct3D in the most recent version, then...

    58. Re:Question by Hal_Porter · · Score: 2, Interesting

      Sure, but that does nothing to help driver development. They still need to support all the deprecated features if the application requests them (most likely for a very long time to come as well), and driver quality is one of the major problems with OGL right now.

      The "old" GL3 was also supposed to include interoperability with GL2 mind. But it would not do it by layering yet more stuff on top of the old, which I can't imagine will do driver quality any favours.

      One of the big steps in DirectX 10 was that this is not the case - there is no legacy code in the driver, though there is a legacy layer above the drivers so that DirectX 8 and 9 games still run.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    59. Re:Question by Hal_Porter · · Score: 1

      Do you feel the need to make a similar disclaimer every time you take a dump?

      He should do, given Autodesk's reputation for producing shit.

      Sorry Ian, just having a larrrf.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    60. Re:Question by Hal_Porter · · Score: 1

      What 3D API does Portal use?

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    61. Re:Question by Das+Modell · · Score: 1

      Source uses DirectX.

    62. Re:Question by Anonymous Coward · · Score: 2, Informative

      It was posted yesterday:

      http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=243193&fpart=7

    63. Re:Question by Tim+C · · Score: 1

      Well, it is a Microsoft product, so it's not without its flaws (The Vista dependency for one)

      Well if you really want to run DX10 apps but really, really don't want Vista, you can run them on Server 2008, which actually makes for a pretty nice desktop. (So much so that I'm considering buying it when my trial runs out in a few months, if I can spare the cash - it really isn't cheap)

    64. Re:Question by Bizzeh · · Score: 1

      you dont need source to see the dependancies of closed applications... you need depends.exe, a single application that resolves all the depends of a binary for you...

    65. Re:Question by Anonymous Coward · · Score: 4, Informative

      And the article text:

      What happened to Longs Peak?

      In January 2008 the ARB decided to change directions. At that point it had become clear that doing Longs Peak, although a great effort, wasn't going to happen. We ran into details that we couldn't resolve cleanly in a timely manner. For example, state objects. The idea there is that of all state is immutable. But when we were deciding where to put some of the sample ops state, we ran into issues. If the alpha test is immutable, is the alpha ref value also? If we do so, what does this mean to a developer? How many (100s?) of objects does a developer need to manage? Should we split sample ops state into more than one object? Those kind of issues were taking a lot of time to decide.

      Furthermore, the "opt in" method in Longs Peak to move an existing application forward has its pros and cons. The model of creating another context to write Longs Peak code in is very clean. It'll work great for anyone who doesn't have a large code base that they want to move forward incrementally. I suspect that that is most of the developers that are active in this forum. However, there are a class of developers for which this would have been a, potentially very large, burden. This clearly is a controversial topic, and has its share of proponents and opponents.

      While we were discussing this, the clock didn't stop ticking. The OpenGL API *has to* provide access to the latest graphics hardware features. OpenGL wasn't doing that anymore in a timely manner. OpenGL was behind in features. All graphics hardware vendors have been shipping hardware with many more features available than OpenGL was exposing. Yes, vendor specific extensions were and are available to fill the gap, but that is not the same as having a core API including those new features. An API that does not expose hardware capabilities is a dead API.

      Thus, prioritization was needed, and we made several decisons.

      1) We set a goal of exposing hardware functionality of the latest generations of hardware by this Siggraph. Hence, the OpenGL 3.0 and GLSL 1.30 API you guys all seem to love ;\)

      2) We decided on a formal mechanism to remove functionality from the API. We fully realize that the existing API has been around for a long time, has cruft and is inconsistent with its treatment of objects (how many object models are in the OpenGL 3.0 spec? You count). In its shortest form, removing functionality is a two-step process. First, functionality will be marked "deprecated" in the specification. A long list of functionality is already marked deprecated in the OpenGL 3.0 spec. Second, a future revision of the core spec will actually remove the deprecated functionality. After that, the ARB has options. It can decide to do a third step, and fold some of the removed functionality into a profile. Profiles are optional to implement (more below) and its functionality might still be very important to a sub-set of the OpenGL market. Note that we also decided that new functionality does not have to, and will likely not work with, deprecated functionality. That will make the spec easier to write, read and understand, and drivers easier to implement.

      3) We decided to provide a way to create a forward-compatible context. That is an OpenGL 3.0 context with all deprecated features removed. Giving you, as a developer, a preview of what a next version of OpenGL might look like. Drivers can take advantage of this, and might be able to optimize certain code paths in the forward-compatible context only. This is described in the WGL_ARB_create_context extension spec.

      4) We decided to have a formal way of defining profiles. During the Longs Peak design phase, we ran into disagreement over what features to remove from the API. Longs Peak removed quite a lot of features as you might remember. Not coincidentally, most of those features are marked deprecated in OpenGL 3.0. The disagreements happened because of different market needs. For some markets a feature is essential,

    66. Re:Question by FooBarWidget · · Score: 1

      The right word is implementation.

      Firefox is an implementation of a web browser, not an "NSA Mosaic emulator" or "Internet Exporer emulator".

    67. Re:Question by FooBarWidget · · Score: 1

      Take for example GCC and the GNU C library (glibc). They come with a full set of headers and libraries and a set of tools. Would you call GCC an "(name of the first C compiler) emulator" and glibc an "(name of the first C standard library) emulator"?

      Would you call Linux a Unix emulator? Or NetBSD a FreeBSD emulator?

    68. Re:Question by MrHanky · · Score: 1

      So basically you're keeping an old troll alive because you've read it. You must be a pretty smart guy.

    69. Re:Question by Anonymous Coward · · Score: 0

      It could also be a mismatch in color depth between the game and the X server. AFAIK, application may change the resolution of the display but not its color depth, meaning that when your desktop is 24 (32) bits of color, and the game runs in 16, Wine has to translate all GDI calls *before* they are sent to the X server.

    70. Re:Question by GotenXiao · · Score: 2, Informative

      Nice try, but it's Wine Is Not an Emulator.

      --
      Goten Xiao
    71. Re:Question by Alex+Belits · · Score: 2, Informative

      What is funny, this DirectX implementation runs on top of -- guess what? -- OpenGL. And often outperforms actual Microsoft DirectX implementation. ... and I just told guys from /b/ to keep their memes out of Slashdot, so I can't use "lulz" and "epic fail" without sounding like a hypocrite. Damn.

      --
      Contrary to the popular belief, there indeed is no God.
    72. Re:Question by V!NCENT · · Score: 2, Informative

      Wine is just a parser that translates binary Windows calls to Linux functions.

      --
      Here be signatures
    73. Re:Question by MoogMan · · Score: 2, Informative

      However, as Wine becomes better and better, it becomes more viable for companies to easily port their application across (using winelib etc.).

    74. Re:Question by Anonymous Coward · · Score: 0

      The only ones pleased with this change as far as I've been able to gather are the CAD people wanting to continue to run their old, stale OpenGL bases code until the end of time.

      I'm not sure that's an unreasonable thing to want.

      Consider a washing machine. I want it to wash my clothes effectively, reliably, and cost-effectively. I don't care if the drum is driven by a synchronous motor or an induction motor, except to the extent that impacts on effectiveness, reliability and price.

      Likewise, I want my CAD software to present an interface that lets me work effectively, I want the software to be stable, and I want it reasonably affordable. I don't care if this is achieved with DirectX, OpenGL, or magic pink fairy dust.

      Why go to the expense of replacing mature, stable code with a new API if it doesn't make the user's experience better? When you could spend those same dollars on something that users actually do want, like bug fixes and new features?

    75. Re:Question by msormune · · Score: 1

      Why can't you take the DirectX API and implement it on top of OpenGL for other platforms? How can a published API be OS specific?

      Also, I think ATI and Nvidia have had pretty much influence on where DirectX is going...

      Oh crap I always forget this is Slashdot, where every comment must show Microsoft as evil.

    76. Re:Question by BadOPCode · · Score: 1

      Actually after reading both sides of the story which was hard to get as there were tons and tons of whiners and only a hand full of people discussing the issues like adults. But after doing my own research into this it seems that 3.0 is more of a beginning step towards the ultimate goals. The progression is not as fast as what the game developers are wanting. My question for you and this is completely not rhetorical or cynical but legitimately asking because I don't understand is... If say Maya was using OGL 2.X standards and OGL went to this 3.x standard as the gamers want it. Why couldn't Maya just stay with 2.x standards and use 2.x libraries until they have migrated to 3.x at their own leisure. Well thats my problem. I'm not understanding why 3.x road map has to be transitional. Can't you have multiple OGL lib versions on a system at the same time? If not, maybe that problem is what should be addressed in OGL 3.0.

    77. Re:Question by Anonymous Coward · · Score: 0

      Buts thats the point. It isn't happening. This was the same as the situation back in 1998. Open GL was meant to be a way that developers could port the latest titles over to linux. Complete failure. Open GL needed to be an almost drop in replacement for d3d. Looks like it can't even do half the stuff. No big companies are going to bother making two versions when linux has 0.5% of the desktop users, they would port to MacOS before they would port to linux.

    78. Re:Question by Narishma · · Score: 1

      Because sometimes refactoring old stable code is the only way to fix some bugs or add some new features. If done right it also makes the new code easier to maintain.

      --
      Mada mada dane.
    79. Re:Question by protomala · · Score: 2, Interesting

      I would like if linux had a directX implementation that does not need wine actualy. I mean, if you could just create an API-compatible with directX, but without having to mess with reverse-engineering windows code and native for unix.
      Something like SDL, but that had all (or most) of directX functions. Is this feasible or I'm way out of line here?

    80. Re:Question by Anonymous Coward · · Score: 0

      Wine Is Not an Emulator

    81. Re:Question by Icarium · · Score: 1

      *sigh*

      If someone spouts thier employer's opinions, they must be corporate toadys.
      If they make it clear they're spouting thier own opinions, they must be corporate toadys.

      Just can't win.

    82. Re:Question by mdwh2 · · Score: 1

      More so as the "none-MS" OSes continue to grow in numbers.

      Not just non-MS - I use OpenGL so I can write cross-platform code to run on obscure operating systems such as Windows XP ;)

    83. Re:Question by mdwh2 · · Score: 1

      OOI, what's the current market share of Vista (the only platform that DirectX 10 will run on)?

    84. Re:Question by sumdumass · · Score: 1

      So your saying that wine emulates windows in linux so windows programs don't know the difference when run on linux?

    85. Re:Question by mdwh2 · · Score: 1

      The Gamedev.net thread on this is marked with an Angry Red Demon Breathing Fire emoticon - I knew it was bad just by looking at it!

    86. Re:Question by Anonymous Coward · · Score: 0

      >Yes and No. WINE has a very nice implementation of DirectX 9 that seems to run my games very bloody well.
      Most games... Vanguard runs awful on WINE. Then again it runs awful in windows : P
      Age of Conan? Forget it... they have to get it stable before I'll bother. It's not even stable on Windows yet. Of course by the time it's stable, all of my friends will have lost interest and be playing Warhammer.

      >And no, I am not using real windows binaries.
      I had to to get Vanguard to work. However most games work fine without.

    87. Re:Question by mdwh2 · · Score: 1

      Imagine you were the owner of a CAD or Animation software company. I suppose that when you have multiple OpenGL apps each with 10s of millions of lines of code, it's pretty hard to justify a rewrite from a business standpoint.

      Although large apps can easily have 10s of millions of lines of code, I do not see why OpenGL specific code would be more than a tiny fraction of that. I would imagine that the API-specific part of games is typically more complex than that in applications, but even for games, the API specific code is easily contained to a small area. With an application, you ought to just rewrite the API-specific rendering code that displays the data on the screen - those millions of lines of code should be unaffected.

      If someone's got 10s of millions of lines of code that all have references to OpenGL spread throughout them, that's pretty disasterous design.

    88. Re:Question by alexgieg · · Score: 1

      they would port to MacOS before they would port to linux.

      Which is also pretty good. MacOS X uses OpenGL for its 3D rendering. Porting a 3D app or game to MacOS then means having already done most of the work needed for it to run in Linux, since both are also Unix systems. Adding the remaining pieces needed to make it fully Linux-ready afterwards is pretty much trivial.

      --
      Conservatism: (n.) love of the existing evils. Liberalism: (n.) desire to substitute new evils for the existing ones.
    89. Re:Question by pdusen · · Score: 1

      The word you are look for is "clones". It "clones" Win32 libs in a way that runs on Linux. Thanks for playing.

    90. Re:Question by pdusen · · Score: 1

      That leads to a general question for the /. audience...

      Supposing the OS market was fractured between windows - osx - linux - pick your os, how do you propose software vendors tackle releasing software ? Do you think its going to be even conceivable to maintain several different code bases and then bugfix and maintain them individually?

      The answer is simple: use cross-platform libraries to make porting to different platforms trivial from a technical standpoint. This is what they SHOULD HAVE been doing in the first place.

    91. Re:Question by robthebloke · · Score: 1

      I can't talk about autocad, but at our company we were aware of the shift in GL3 spec some time ago. As a result we invested fairly heavily in pre-empting those changes to make the rendering side of the codebase conform to the changes proposed last year (i.e. everything in buffers + shaders, removal of the selection buffer dependency etc). Since we had no GL3 to start with, we pulled all code under a wrapper, slapped it into a DLL, and used a DX10 dll as a starting point to see what the work on GL3 would entail.

      So now have a working DX10 dll, a GL2.0 dll (all done with shaders + VBO's), and space for the new amazing shader driven GL3 API to slot into. Bum.

      Todays news does not exactly make me think "Woo-Hoo we have backwards compatibility with GL1 - thank god we don't have to re-write any code".

      The simple fact of the matter is that for the last year we have been told that this change is going to happen. As a result we have acted upon that. Our time has already been wasted. It would be nice if they had actually delivered what they told us to expect.

    92. Re:Question by Eravnrekaree · · Score: 1

      Why can't they just support the legacy OpenGL API while providing a new OpenGL API at the same time? Usually you can just add new functions and features to the API without having to disturb whats already there. At worst they would need to simply include the new API in its own seperate library file, and just ship that alongside with the old library file. Thus you provide backwards support for old apps, while providing a new API for new apps. There is no reason backwards compatability should hold back development.

    93. Re:Question by TheRaven64 · · Score: 1

      In this sense, Windows XP is also a windows emulator, since it includes a program that loads native win32 executables and tricks them into thinking they're running on a bona-fide Win32 OS. Both WINE and Windows implement libraries which take high-level Win32 calls and translate them into low-level calls on the host OS. Windows translates CreateWindowEx into a set of calls to the GUI process and WINE translates it into a set of X11 messages. WINE translates CreateProcessEx into some calls to a fork/exec sequence, Windows translates it to a set of calls to the NT kernel process management routines and a few calls to the loader. Windows 9x implemented CreateWindowEx in almost the same way (modulo driver differences) but implemented CreateProcessEx in a completely different way.

      --
      I am TheRaven on Soylent News
    94. Re:Question by petermgreen · · Score: 1

      AFAIK you cannot use the dependency resolution logic of apt or yum or w/e without also divulging the source code something which is never going to happen with commercial s/w.
      I dunno what things are like over in redhat land you can build a deb of almost anything. The "source package" does not need to contain source code and the "build process" is handled by scripts that you can tweak to do whatever actions you want.

      Supposing the OS market was fractured between windows - osx - linux - pick your os, how do you propose software vendors tackle releasing software ? Do you think its going to be even conceivable to maintain several different code bases and then bugfix and maintain them individually?
      I would expect sensible vendors to design thier code in such a way that the majority of the code could be used on all platforms and either use a cross platform gui toolkit or abstract out the gui so it could be easilly replaced for different platforms.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    95. Re:Question by petermgreen · · Score: 1

      I could be mistaken about the source requirement. Was it required in ubuntu repositories in the past?
      From a technical point of view the "source package" can contain anything and the build process can do anything (compile them, simply copy them, binary patch them whatever) with those files to produce the trees of files that become the "binary packages". The dependency scanners which sort out the shared library dependencies work on binaries anyway so they don't care whether the code is open or closed source

      From a policy point of view the ubuntu repostries are divided into sections with different rules about what is allowed in.

      roughly speaking

      main is foss software that is officially supported
      restricted is non foss software that is officially supported (mainly drivers)
      universe is foss software that is not officially supported
      multiverse is non foss software that is not officially supported

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    96. Re:Question by hr.wien · · Score: 1

      It's certainly a step in the right direction. Having to bind resources in order to change them is one of the major annoyances in OGL.

      It still feels somewhat halfway there considering how nice Longs Peak was looking though (immutable state objects), but reading Barthold Lichtenbelt's "explaination" on the OGL discussion boards they found a few problems with that approach. Maybe this way is better after all.

      I think I need to give all this a few days to sink in before I can look at it rationally. So disappointed. :)

    97. Re:Question by TheRaven64 · · Score: 1

      This is what Gallium3D is for. It moves the state machine out of the hardware-specific part of the driver and into a state tracker. There will be an OpenGL 2, and OpenGL ES and an OpenGL 3 state tracker, but they will all communicate with the driver in the same way. Eventually there might even be DX9/10 state trackers that can be used directly by WINE without having to go via OpenGL.

      --
      I am TheRaven on Soylent News
    98. Re:Question by TheRaven64 · · Score: 1

      The problem with OpenGL ES is the lack of desktop implementations. When there is a Gallium state tracker for OpenGL ES, it will be a lot more attractive. At the moment, you are stuck using the intersection of OpenGL and OpenGL ES if you want to run everywhere.

      --
      I am TheRaven on Soylent News
    99. Re:Question by TheRaven64 · · Score: 2, Interesting
      It's actually on the roadmap. The Gallium3D architecture splits 3D drivers into four components:
      1. Mesa provides the OpenGL API and XGL ABI.
      2. The state tracker provides an implementation of the OpenGL state machine.
      3. The hardware driver provides an interface to the GPU.
      4. The winsys driver provides kernel / windowing system interfaces to the hardware driver.

      The state tracker is shared between all Gallium drivers. There are short-term plans to write an OpenGL ES state tracker and an OpenGL 3 state tracker, so any card with Gallium drivers can be used for OpenGL 2, OpenGL ES or OpenGL 3. A longer-term plan is to write DirectX 9 / 10 state trackers. WINE would them fill a similar role to Mesa, sending calls to the DX state tracker rather than to Mesa, eliminating two layers between DirectX apps and the GPU.

      This should speed up DRI driver development a lot, since currently DRI drivers embed a load of OpenGL-specific code which will now be shared among all of them in the state tracker.

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    100. Re:Question by kigrwik · · Score: 1

      Well, how about "Whine Hardly Is Not an Emulator" ?

      Hmm.... "In Soviet Russia double negations proves you" ?

      No, doesn't sound right either.

      OK, forget it !

      --
      -- don't discount flying pigs until you have good air defense
    101. Re:Question by gravis777 · · Score: 1

      True, but DX10 is Vista only, and only with certain video cards. I must say, the DX10 games I play in Vista looks MUCH better than they do when I install the same game in XP and play on DX9.

      I jumped ship on Linux a long time ago. Even if a game had OpenGL options on it, chances were that Linux binaries were never released, and Mac binaries were just as rare. As much as I loved Linux, as a gammer and a person who does video editing and multimedia on my PC, it was just much less of a headache to go Vista (well, after the $1000 worth of upgrades, but I wanted to do that anyways, so it worked out).

      As far as I am concerned, cross platform compatability this day in age means Windows, Xbox and PS3. I gave up on Linux a long time ago.

    102. Re:Question by Creepy · · Score: 1

      An emulator specifically translates one instruction set to another instruction set. WINE does not - it natively processes the code. Calling it an emulator would be like calling VMWare an emulator.

      WINE decided to reimplement the API for Windows rather than running Windows in a virtual machine to avoid the cost of Windows itself, but functionally it is very similar to a virtual machine.

    103. Re:Question by Svartalf · · Score: 1

      I'm more interested in ES 2.0 and forward. It's more akin to what's been needed here with OpenGL anyhow- and most of the really, really interesting spaces right at the moment (Wii, PS3, handhelds, embedded systems...) all use ES 2.0 if they're doing shader based systems. ES 2.0's a lot closer to what OpenGL 2.0 should have been and it's only going to get better because they made the break there with it that OpenGL 3.0 SHOULD have done with things with a compatibility layer overlay.

      --
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    104. Re:Question by Svartalf · · Score: 1

      Just use OpenGL ES 2.0- it's most of the promised clean-ups and you can either get wrappers that nicely work or actual drivers on desktop and embedded systems for it.

      If it's good enough for the PS3 and the current in development shader rendering handheld units, it should be be fine for this generation of titles- seriously.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    105. Re:Question by Svartalf · · Score: 1

      Sorry, but that's not QUITE true.

      You need the DirectX 9c DLL's to do D3D stuff under WINE. That should be your first clue.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    106. Re:Question by Creepy · · Score: 1

      The issue is the fixed function pipeline - DX10 got rid of it and OpenGL 3.0 was going to get rid of it, but then backed out. Getting rid of it would boost the overall speed of rendering by as much as 10-20% from what I've read. If you wrote the DX10 API in an OpenGL wrapper, you'd be losing that performance (the model is quite different as well).

    107. Re:Question by DaVince21 · · Score: 1

      ATI simply doesn't care enough about OpenGL, their main focus was always DirectX, and i don't see that changing in nearby future.

      I remember ATI releasing some specifications or an open driver of sorts somewhat recently, to invite developers to write more proper OpenGL/Linux drivers (I kind of forgot the details though)... That's at least a step forward.

      --
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    108. Re:Question by binarylarry · · Score: 1

      Uh, that's exactly what Wine's d3d implementation is.

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    109. Re:Question by Hairy+Heron · · Score: 1

      Sorry, but that's not QUITE true. You need the DirectX 9c DLL's to do D3D stuff under WINE. That should be your first clue.

      And you also need other dlls to do other stuff under WINE. Doesn't mean it's being emulated.

    110. Re:Question by grumbel · · Score: 1

      Which of course doesn't really solve the issue, since Wine's Direct3D is based on OpenGL.

    111. Re:Question by Anonymous Coward · · Score: 0

      I think "pretendulates" is the word you're looking for ...

    112. Re:Question by HermMunster · · Score: 1

      ATI's drivers have always been bad. Way back to the days of the EGA Wonder cards their drivers were pathetic. To date, even with numerous rewrites their drivers have shown significant issues that affect and piss off everyone I know that has used them. I won't buy ATI hardware because of this, even though I know ATI hardware is considered more powerful. I won't use more powerful hardware if the drivers suck.

      And, BTW, KDE has nothing to do with this. KDE 4.x is not ready for anyone's use, IMHO, not even the developers.

      --
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    113. Re:Question by tyrione · · Score: 1

      WINE's Direct3D sits on top of native linux OpenGL.

      I don't think most developers are "furious". When OpenGL 3.0 was described as a backward-incompatible rewrite, they were a bit closer to furious. They spoke, and said they wanted backward compatibility retained a while longer. And lo, Khronos delivered, while providing a mechanism for migration to the new architectural constructs (buffer objects, shaders, moar buffer objects, moar shaders), and a way to build your code so that deprecated constructs fail.

      Seriously, most people in the OpenGL community are fairly happy (though there's some grumbling over the still-wide OpenGL / OpenGL ES split).

      Agreed. It reminds me of the Political Boards for the 2008 US Presidential Election. It's as constructive as a HuffingtonPost article.

    114. Re:Question by tyrione · · Score: 1

      Sure, but that does nothing to help driver development. They still need to support all the deprecated features if the application requests them (most likely for a very long time to come as well), and driver quality is one of the major problems with OGL right now.

      The "old" GL3 was also supposed to include interoperability with GL2 mind. But it would not do it by layering yet more stuff on top of the old, which I can't imagine will do driver quality any favours.

      Seeing as Nvidia, Intel and AMD/ATi all helped in shaping the OpenGL 3.0 spec and more I find it rather annoying for someone to bitch about driver difficulties unless you think the big three are secretly both sadists and masochists.

    115. Re:Question by Cyberax · · Score: 1

      Bullshit. D3D can be used for CAD programs just fine.

      A lot of CAD developers simply have mountains of _legacy_ OpenGL code back from times when OpenGL was the _only_ working 3D API.

    116. Re:Question by hr.wien · · Score: 1

      I'm basing this on the quality OGL drivers have had up until this date (they are a horrible, inconsistent mess), and that driver quality was one of the stated benefits of the original (and dropped) GL3 attempt. If the big three haven't gotten it right in the 16 years since OpenGL was first released, I don't see how an even more complex standard is going to be any easier for them.

    117. Re:Question by tyrione · · Score: 1

      Is it possible to reassign this post number to the top of the tree, separate from any editing branch so people can read it and absorb it?

      Clearly, most of this thread has turned into Vista vs. XP and driver rants.

    118. Re:Question by Anonymous Coward · · Score: 0

      Heck, ATI has *NEVER* written OpenGL drivers correctly. The FireGL cards (prior to being bought by ATI) had rock solid OpenGL drivers. Those actually worked for anything outside of games. What the heck happened to those!?

    119. Re:Question by V!NCENT · · Score: 1

      No: Windows apps are sandboxed. But if you think a parser is an emulator than you are saying that an X.org server is emulated as well because there is a parser between the client and the server when ran locally.

      --
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    120. Re:Question by sumdumass · · Score: 1

      Actually, I was attempting to make a joke on the fuzzy definition of what emulation is and isn't.

      When you replicate an environment accurately, you have emulated it. It doesn't matter if it is in a sand box or a virtual server or something pretending to run windows. But the wine is not an emulator mantra is comical to me. True, it might not be a traditional emulator but it definitely is one.

    121. Re:Question by V!NCENT · · Score: 1

      Emulation == OS on top of other OS.

      You are _emulating_ an _Operating_ System while it is in fact _not_ operating your computer.

      Wine != even an OS so there is no emulation because it's natively run.

      This means that Wine is not an OS and it's running native so no emulation here.

      If there is anything emulated it is the Windows programs and not Windows itself so Wine is not a Windows emulator, but rather a program emulator.

      BUT: programs already run on top of an OS, and emulation means that it doesn't really do what it does. BUT: given the fact that Wine _sends_ the program calls to the Linux/FreeBSD/whatever OS it affects the system BECAUSE if you click on the print button in MS Office then your printer is going to actually printing the page.

      If you emulate a nuclear explosion then is there coming fire, pressure and radiation out of the server park?

      See why you are insanely wrong now?

      --
      Here be signatures
    122. Re:Question by Anonymous Coward · · Score: 0

      GCC emulates...no wait that's not right, simulates..no that's not right, whats the word...oh yes implements the c standard.

    123. Re:Question by sumdumass · · Score: 1

      Emulation == OS on top of other OS.

      You are _emulating_ an _Operating_ System while it is in fact _not_ operating your computer.

      Wine != even an OS so there is no emulation because it's natively run.

      This means that Wine is not an OS and it's running native so no emulation here.

      Only in strict interpretations of specific terms relating to a specific industry. Of course other definitions vary.

      If you emulate a nuclear explosion then is there coming fire, pressure and radiation out of the server park?

      Actualy, your confusing simulation with emulation. And yes, in an emilation, there would be fire and radiation.

      I made the post because of the fuzzy definitions that seem to alter and become more precise depending on the institution or field of study and who you are currently speaking to. In biology, emulation would mean becoming equal to. In computer science, it means having the same capabilities. When Wine was created, if referenced the way emulation was handled at the time and attempted to create a definition from there. And all of this causes confusion.

      See why you are insanely wrong now?

  3. I think the question is this by avandesande · · Score: 1

    Is the end of interest in cutting edge 3d? It seems like most of the low hanging fruit in 3d graphics has been picked.

    --
    love is just extroverted narcissism
    1. Re:I think the question is this by Howitzer86 · · Score: 1

      It depends on what you need. For gaming Windows rules the universe, so for cutting edge 3d DX is the common choice. However for 3d animation and CAD, OpenGL is preferred. Those programs don't really need any cutting edge effects or shaders, but as a bonus for supporting OpenGL, they are sometimes cross platform like Maya or Blender. If you use Linux or an Apple, you probably aren't a hardcore gamer, so you won't miss DirectX support.

      If you're in one of those platforms, it's more likely that you're a designer. Designers don't need DirectX, they get along fine if their program is OpenGL. As a result, developers of OpenGL design applications continue to get along fine so long as there is continued interest in their product. I don't see any company or foundation abandoning OpenGL all because 3 wasn't as good as they hoped. They are miffed, but they're not going to abandon ship in any noticeable numbers.

    2. Re:I think the question is this by xhrit · · Score: 1

      >For gaming Windows rules the universe
      45 million wii and ps3 players disagree.

    3. Re:I think the question is this by Computershack · · Score: 1

      45 million wii and ps3 players disagree.

      On computers, dumb cunt.

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    4. Re:I think the question is this by thejynxed · · Score: 1

      I submit to you, that since I was in Walmart the other day, and saw a Logitech brand USB Keyboard, USB Mouse, Webcam and Headphone/Microphone set all for the PS3, and since the PS3 will run Linux, that it -IS- a PC...that happens to also be a Blu-Ray player and a gaming console :)

      --
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  4. Disappointing by Lord+Lode · · Score: 1

    Well, this is just very disappointing to me, for two reasons. First because I was hoping for something new in Linux graphics development. Secondly, because the behaviour of the ARB here isn't really a positive sign. I hope that there is some light in future OpenGL specifications here. If not, what can I use on Linux to have the ability to use all features of modern graphics cards? What about the future platforms like Larrabee? It seems DirectX is going stronger in all these areas, but it being closed source and Microsoft-platform only is a very big problem imho.

    1. Re:Disappointing by robthebloke · · Score: 2, Interesting

      Depends if you think that DX being closed source is a problem. I'd tend to err on the side that it isn't.

      I have been part of the Khronos group previously (though not on openGL), but in general it tends to involve very long e-mail discussions about how X is broken. Half the people will agree. The other half will admit it's broken, but will be reluctant to change it because it'll require additional work for their companies (i.e. it'll cost them money to make that change). So whilst everyone may agree that a change is needed, very few people will vote to change it.

      The result of months of e-mail discussions is basically not a lot. Unfortunately that's what happens with design by commitee. So whilst moving GL from the ARB to the Khonos group was well intentioned, I suspect that not very much has changed (as I think has been demonstrated with the GL3 spec).

      The simple reason D3D keeps moving forward is that a dictator driven API can, and does, break the API in order to make progress. The sucky thing is that it's Windows only. If it was available on linux/mac/windows XP, then I'd gladly switch to D3D10....

  5. This can't be good. by SanityInAnarchy · · Score: 5, Insightful

    Jumping ship to DX10 would be nice, if it were cross-platform. (No, Xbox + PC does not count as "cross-platform".)

    Unfortunately for those of us on Linux/Mac, a lot of Windows developers don't care.

    Unfortunately for those of you who think you don't care about this, consider that porting an app generally improves it, and can shake out bugs which aren't as apparent on the other platform -- which means potentially less reliable games, even if you're only on Windows.

    And unfortunately for those of us who hate Vista, that's kind of a requirement for DirectX 10. At least with OpenGL, those in charge have no agenda to push Vista -- so an OpenGL 3.0 game should run on XP, if it runs on anything.

    --
    Don't thank God, thank a doctor!
    1. Re:This can't be good. by Lord+Lode · · Score: 2, Interesting

      How about the creation of a fully operational open source, cross platform, DX10 or DX11 implementation, not created by Microsoft but by the community, and fully working natively (not through Wine) and supported by NVidia and ATI drivers? Possible, or impossible?

    2. Re:This can't be good. by fm6 · · Score: 2, Insightful

      Even with a cross-platform graphics layer, we're not seeing a lot high-performance games that run on all of Windows, Linux, and Mac. The problems of developing and debugging this kind of software are big enough to discourage people doing it for multiple platforms in any case.

    3. Re:This can't be good. by SanityInAnarchy · · Score: 4, Interesting

      How about the creation of a fully operational open source, cross platform, DX10 or DX11 implementation, not created by Microsoft but by the community,

      Wine will do this, eventually.

      and fully working natively (not through Wine)

      That's a bit harder, because it requires driver support.

      and supported by NVidia and ATI drivers?

      The official ones? Never going to happen. Anyone want to guess how many patents Microsoft has on DirectX tech?

      And the unofficial ones haven't even gotten GL right, yet, and you're proposing they try to support another interface?

      More importantly, you're assuming this is a good idea -- that we should be working to clone a Microsoft technology, instead of improving on one which has been open from the start (GL).

      --
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    4. Re:This can't be good. by Lord+Lode · · Score: 2, Insightful

      More importantly, you're assuming this is a good idea

      If not for the reasons stated above, then at least for the reason of being able to suddenly convert a lot more games natively for other platforms than Windows more easily.

      that we should be working to clone a Microsoft technology, instead of improving on one which has been open from the start (GL).

      But, how can we improve on it? Just wait?

    5. Re:This can't be good. by HappySmileMan · · Score: 4, Interesting

      How about the creation of a fully operational open source, cross platform, DX10 or DX11 implementation, not created by Microsoft but by the community,

      Wine will do this, eventually.

      Wine uses OpenGL to do the actual rendering AFAIK, it reads the DirectX function calls, but it doesn't interface with the hardware itself, it basically just implements the functions with OpenGL calls.

      So while the OpenGL dependency may be less obvious for the user or casual developer, it's still there, and a bad OpenGL release means a bad DirectX implementation in Wine

      I'm no expert though, correct me if I'm wrong about this

    6. Re:This can't be good. by Ilgaz · · Score: 0, Flamebait

      If I know MS, they should have taken every step to tie DirectX to Windows in deepest level.

      Even if you code it with their own help, with ridiculous patents forced to users? Well, there is an example. Open source .NET implementation is at Version 1.x level while Windows .NET is at 3.x level. All commercial developers ship .NET 3.x code now. So what was the point?

      Wine lives its full glory at wrong place. Except truly high end games which even PowerPC G5 won't be able to handle, all "Macintosh, Intel only" games you see are Windows games on OS X scene. Yes, Apple switched to Intel , they got some amazing marketshare (for Apple), they solved the endian problem, Altivec problem (!), i386 ASM will work too... What happened? MS Puppet EA games happily ships expensive Windows games masquerading as OS X .apps.

      It is basic. MS puppets who has no plans (or coding quality?) to code multi platform in age of PS3/ Wii/iPhone/OpenGL ES will keep DirectX. True game developers who sees the real market will code OpenGL.
         

    7. Re:This can't be good. by Anonymous Coward · · Score: 0

      That's ok, DX10 buys you almost nothing over DX9, so there's no push to get DX10 and hence Vista.

      Look at any number of reviews of games in DX10 vs DX9 mode. Differences are minimal to nonresistant to the eyes of most people.

      That being said, most developers seem happier writing for DX9 than OpenGL, so I'll be quite content with DX9 on XP.

    8. Re:This can't be good. by qbwiz · · Score: 2, Insightful

      There are two basic problems with this:
      1) Direct3D is tied to Windows pretty well, so making it crossplatform would be difficult (your DX10 implementation may need to include a lot of Wine).
      2) You'll need the graphics vendors to support the API. With Intel and ATI opening up their specs, we're closer to having a way for the community to make up-to-date graphics drivers, but there's still the problem of NVIDIA. Without them, no one's going to try to write software with this new API, and it seems unlikely that they will ever be bothered to support some new API - remember that they're a member of the ARB, and they decided to go with this OpenGL spec.

      --
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    9. Re:This can't be good. by commrade · · Score: 5, Insightful

      Gallium3d will enable just that. The Wikipedia page even mentions DirectX and wine.

      That said, I don't think the uproar over OpenGL 3.0 is as widespread as the summary would have you believe. OpenGL's grave will likely be right next to Unix, X, vi and C (ie. no time soon).

    10. Re:This can't be good. by uzytkownik · · Score: 1

      Open-source implementation of .Net is on the 2.x (mono stable branch) level with some support of the 3.x (mono dev branch 1.9.x). It is not full implementation of .Net library - especially the MS-extensions (not standarised).

      --
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    11. Re:This can't be good. by Bert64 · · Score: 1

      What we really need, are not just compile time APIs, but an ability to compile a single binary and run it on multiple platforms...
      Like java, but with native code...

      Wine does it to an extent, but most programs don't target wine directly and often have compatibility problems. Apps written specifically for wine should do the job, but it wouldn't be the cleanest method.

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    12. Re:This can't be good. by TheRaven64 · · Score: 2, Insightful

      But, how can we improve on it? Just wait?

      We can't. OpenGL evolution is controlled by the people who build hardware. If the hardware guys add a new feature, they can add an extension to OpenGL to support it. If they can persuade someone else to add the same feature, they can propose it as a standard extensions, and then propose it to be a required part of the next version of the spec.

      The thing OpenGL is typically bad at is removing legacy stuff. OpenGL ES is, in many ways, a nicer API - it is designed for embedded systems and removes a lot of the older stuff (and adds some stuff that's only really relevant on low-power devices). Vincent provides an open source implementation of OpenGL ES, but I don't know of any accelerated versions on any desktop platforms.

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    13. Re:This can't be good. by ozphx · · Score: 2

      You mean like .Net? *ducks*

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    14. Re:This can't be good. by samkass · · Score: 1

      OpenGL's ES variant is what you need if you're going to the iPhone, which I care a lot more about than Linux. It would be nice to have more native games on the Mac, but I'm not too concerned about that, either.

      It's possible the iPhone will keep a solid core of folks on OpenGL until Khronos comes around.

      --
      E pluribus unum
    15. Re:This can't be good. by DGolden · · Score: 2, Informative

      The thing OpenGL is typically bad at is removing legacy stuff

      One of the innovations of OpenGL 3.0 is a means for deprecating and removing legacy stuff, see appendix E of the spec....

      --
      Choice of masters is not freedom.
    16. Re:This can't be good. by Anonymous Coward · · Score: 0

      What we really need, are not just compile time APIs, but an ability to compile a single binary and run it on multiple platforms...
      Like java, but with native code...

      [offtopic] java compiles to native code at runtime

    17. Re:This can't be good. by Kjella · · Score: 1

      What we really need, are not just compile time APIs, but an ability to compile a single binary and run it on multiple platforms...
      Like java, but with native code...

      Native, without abstracting away everything that makes it native? I develop using Qt, and it's a very nice cross-platform library. As long as you keep within the dotted line everything's fine and cross-platform, but use anything else like say DirectX then obviously that's out the window. The only way you'll have one API is if a) It implements everything itself - good luck or b) Someone writes all the glue from native to your API, which assumes everything is easily mappable which it's not. Oh and since Windows won't change theirs you'll be targetting DX anyway...

      --
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    18. Re:This can't be good. by dyamkovoy · · Score: 1

      OpenGL's grave will likely be right next to Unix, X, vi and C

      As I use all 4 on a regular basis, I was about to jump on my flamewagon as soon as I read this, until I got to the next part.

    19. Re:This can't be good. by Michael+Hunt · · Score: 4, Informative

      Two words: Geometry Program.

      What MS call "Shader model 4" (even though geometry programs aren't, strictly speaking, shaders as they don't necessarily SHADE anything per se) includes mandatory support for geometry programs.

      The geometry program sits in the programmable pipeline between the vertex program (which is used for real-time vertex deformation in hardware, world-space to object-space clipping to generate texcoords for the fragment program, etc) and the fragment program (which is used to colour fragments [1] based upon the output of the vertex program and input from one or more texture samplers.)

      Unlike "old" vertex programs, a geometry program is able to generate new geometry on the fly. This allows a whole heap of really cool stuff, such as real-time shadowing effects, for essentially free.

      So, yeah, much as I hate to admit it (and REALLY hate the Direct3D 'shader' nomenclature concerning pipeline programs,) D3D10 actually has changes with merit from D3D9c.

      [1] A fragment is a fancy name for a voxel defined in clip space. After shading and occlusion, the remaining fragments become rasterised as pixels. Thus, the term 'pixel shader' is rather inaccurate.

    20. Re:This can't be good. by bigstrat2003 · · Score: 1

      Er... wasn't that the whole point of Java, and didn't people find out that it didn't work as well as they'd like?

      --
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    21. Re:This can't be good. by fm6 · · Score: 1

      "Like Java, but with native code"? What does that mean? Java achieves platform independence by running on a virtual machine. No virtual machine, no platform independence.

    22. Re:This can't be good. by Selanit · · Score: 1

      [1] A fragment is a fancy name for a voxel defined in clip space. After shading and occlusion, the remaining fragments become rasterised as pixels. Thus, the term 'pixel shader' is rather inaccurate.

      O_O

      I suppose I shouldn't be surprised when people start speaking in alien languages ... I mean, it's Slashdot!

    23. Re:This can't be good. by Anonymous Coward · · Score: 0

      I think I have just decided not to buy any games that don't have OpenGL support.

    24. Re:This can't be good. by Skrapion · · Score: 1

      OpenGL's grave will likely be right next to Unix, X, vi and C (ie. no time soon).

      Yep, just like Unix, X, vi, and C, OpenGL will drop from its high mantle as the solution and be relegated to about 5% of the market share.

      I'm pretty crestfallen about this news.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    25. Re:This can't be good. by GNUALMAFUERTE · · Score: 1

      What you are proposing is beautifully utopic, but shows a serious lack of knowledge of how an operating system or an executable format works. Take any two ELF executables compiled on a modern GNU/Linux system. Even more, this two executables are the same software, exactly the same code compiled one on Slackware and the other on Debian. Most likely, one won't work on the other one. The reasons are many, but even if you have mostly the same libraries, just the fact that the version of gcc used to compile the libc on both systems isn't the same prevent each file from running on the other system.

      It's impossible to have native code running on two different operating systems for many reasons (Because it's commercially and politically impossible to get all OSs to cooperate, Because technically it's by itself a challenge, and because it would mean to rewrite most of the code we use right now)

      But if a given codebase compiles cleanly on two different platforms, providing binaries for each, even for closed source software, is a non-issue. Once you have a software that runs on GNU/Linux, if it's well written, is usually trivial to port it to any other Unix system.
      The problem is Operating System design.
      This is no different from the IE Vs. Mozilla situation. Consider any compatibility issue: Usually ALL OF THE CHOICES are compatible with each other except for microsoft.

      POSIX is not something Unix-specific. It's a BLOODY IEEE STANDARD. Actually, it's predecessor, IEEE-X, fucking predates Windows.

      Take the case of HTML, We have 4 main engines: Opera, Gecko, Konqueror, and IE. The only incompatible bitch is IE. And there is an actual Industry standard, ms just chooses not to follow it.

      The same happens in virtually every field of computing.

      So, EVERY modern operating system is POSIX compliant, except for windows. It's usually trivial to port applications between different systems if they comply with standards. And the standard IS POSIX.

      So, stop talking about m$. This is not a case of part of the industry wants this and another part wants that. It's a case of THERE ARE INDUSTRY STANDARDS, and MICROSOFT doesn't follow them.

      Solution: Stop Using Microsoft Products. If you really think about it, we are not that far away, the transition will be hard, but people is starting to be aware of this, and people is starting to defend their rights (Take, for example, the big NO to their XML Document format).

      This is not the first time that a company rules the market and tries to fight competitors with technical measures, but history shows that they eventually open up the market or disappear.

      They'll have to either adapt, or die.

      --
      WTF am I doing replying to an AC at 5 A.M on a Friday night?
    26. Re:This can't be good. by Hairy+Heron · · Score: 1

      Open source .NET implementation is at Version 1.x level while Windows .NET is at 3.x level. All commercial developers ship .NET 3.x code now. So what was the point?

      This statement doesn't make any sense. Mono's version numbers don't map 1:1 to .NET version numbers.

    27. Re:This can't be good. by adisakp · · Score: 1

      Jumping ship to DX10 would be nice, if it were cross-platform. (No, Xbox + PC does not count as "cross-platform".)

      Right now, as far as the market is concerned for developers, the two biggest money making consoles are the XBOX 360 which uses a DX10 variant and the PS3 which can either use LibGCM (a low-level graphics library) or PSGL (which is a simplified OpenGL-like library but is a bit slower performance than the low-level approach). The Wii has it's own low-level library as well (but Nintendo seems to make more $$$ off Wii software than most third party developers).

      We're already writing cross-platform to hit the 360 and PS3. With DX10 on the 360, it should be fairly minor to port the 360 to the PC. However, for the PC, most developers are targeting DX9 since DX10 requires Vista and Vista doesn't have the highest adoption rate among gamers (since XP SP3 is quite a bit faster in most current gaming benchmarks).

      But not too many folks are working on OpenGL although with Macs approaching 10% of the PC market, maybe that will begin to change if the Mac game market ever opens up.

    28. Re:This can't be good. by Anonymous Coward · · Score: 0

      [offtopic] java compiles to native code at runtime

      Which would be great, except that the Java team at Sun is comprised mostly of fuck-nuggets and shit-weasels that spend more time telling people how performant and bug-free their VM is than they do actually making it performant and bug-free.

    29. Re:This can't be good. by LordMyren · · Score: 1

      Thusfar the discussion has been decomposing in a mire of "CAD v. games" people, but thats all bull. ALL FUTURE EMBEDDED DEVICES NEED ACCELERATED GRAPHICS. I'm talking about cell phones, sat-nav, gps, gameboys, televisions: the entire world of consumer electronics all need accelerated graphical interfaces. OpenGL is the only spec for most of these devices yet it has been drifting further and further away from the underlying hardware.

      The upcoming embedded processors all accelerate OpenGL to various degrees. ATI invested a lot in their embedded line, and have licensed their tech to dozens of companies. PowerVR is the other one: Intel licensed their graphics core for Atom since they cant make a decent core themselves. Once mobile systems have accelerated graphics, then you might see more people trying to capitalize on cross platform market. Serving Mac or Linux helps sales not one iota, but if you can relatively easily port to a cellphone and get good performance, many companies may reconsider using portable platforms.

    30. Re:This can't be good. by Anonymous Coward · · Score: 0

      Unfortunately for those of you who think you don't care about this, consider that porting an app generally improves it, and can shake out bugs which aren't as apparent on the other platform -- which means potentially less reliable games, even if you're only on Windows.

      Yes, let's spend 50% more effort to port an application to another platform, using a crappier API in the process, and generate a brand new set of bugs on another platform.. in order to maybe fix a bug that occurs for 1% of users on our main platform. Really a great deal considering you might also get access to 3-4% more of the gaming market this way.

      Sadly, open standards work only when they're good. There's a lot of open-source software that manages to be good enough to encourage people to use it as their main platform (anything built on Java for example). But otherwise, especially if you're targeting developers of consumer software (games) where smooth going on Windows is the most important thing.. nobody will care about compatibility.

    31. Re:This can't be good. by Anonymous Coward · · Score: 0

      The only way for it to happen is for US law to state that OS API's are national infrastructure and that they have to be opened for the sake of fair competition.

      It's a valid case really considering most businesses and people now make heavy use of PC's and primarily Windows.

      Like when we told the phone companies they have to share their lines with competitors. We can do the same with MS's API's. They will still have all the advantages, but Linux won't have to spend years trying to reverse engineer and play catch-up, which ISN'T working.

      WINE is mostly good for running apps, not games, while some games are wine friendly, almost all run significantly slower or have serious glitches.

      The solution is a grassroots movement specifically targeted to open key API's for the sake of competition and security. OS diversity is really a must for secure national platform. We should never rely on any one platform but rather mandate that they cooperate.

      On the other hand, MS could make their own Linux distro and probably displace everyone else on the desktop side fairly easily. This would be one of their smartest moves, to create an illusion of adopting open source, while really using their money and API leverage to take over a majority of the Linux market and save maybe years of development time in the process.

      At least I think it safe to say opening their API's will result in a full blow war.

      I think MS plans to make the entire Windows experience into a portable framework with .NET. It's the best move, because consoles and other PC like appliance will likely only get more popular and eventually outpace parts of the PC market as the gaming consoles have already done, as cell phone sales have done and as ipod and iphone sales show is still in demand.

      More platforms, in many different hardware applications means a framework that can be ported easily and entirely via a virtual machine is pretty much the top of the food chain.

      Linux does great on the customized hardware side, but the lack of organization of development tools kills Linux and with no central leadership it's really hard to get things done market wise.

      It's not a great place to be for Linux, but for MS, even if Linux takes off, the way it's licensed means he who has a money advantage can probably out market any original Linux provider, at least at the desktop level.

      I can see, MS's strategy is likely to prepare for being displaced by readying an entire cross platform capable framework, but waiting until they've played out their monopoly hand to release it.

      In a world of diversifying computing devices MS still has the right strategy, but they are unwilling to risk their cash crop on mere innovation, which is sad.

      I think opening their API's with the legal system is easily the best solution, but just don't think that's going to really change anything.

      He who has the most money will likely still win this war as most markets show, consolidation is an eventuality.

    32. Re:This can't be good. by Anonymous Coward · · Score: 0

      There's a reason that they're often referred to as "fragment shaders".

    33. Re:This can't be good. by msormune · · Score: 1

      Yeah, but why would you port games for Linux systems (for example) if there are not a lot of potential buyers? Modern games cost a LOT to develop. Do you REALLY think it's the actual developers that make these decisions? Sheesh :)

    34. Re:This can't be good. by Alex+Belits · · Score: 1

      There's a lot of open-source software that manages to be good enough to encourage people to use it as their main platform (anything built on Java for example).

      Microsoft marketing people are getting creative.

      --
      Contrary to the popular belief, there indeed is no God.
    35. Re:This can't be good. by ichigo+2.0 · · Score: 1

      I think a better solution would be to write a cross-platform competitor to Directx. It could be based on the x86 instruction set which will most likely replace proprietary GPU instruction sets in the future. This would solve 2 problems at once, namely poor driver support in Linux (as GPUs that use x86 would not need drivers that convert OGL/DX calls to proprietary GPU instructions) and the Directx problem.

    36. Re:This can't be good. by Anonymous Coward · · Score: 0

      > Wine will do this, eventually.

      Translates as

      > Open source will do this, eventually.

      That ought to be printed on t-shirts! It's been true for the last 20 years.

    37. Re:This can't be good. by Bert64 · · Score: 1

      Platform independence to the extent that it's running on compatible hardware, ie x86 which is the only platform that matters for desktops these days.

      Like how FreeBSD can run linux binaries, or wine can run windows binaries... A binary compatibility layer but where the target *is* the compatibility layer rather than trying to copy an existing native host.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    38. Re:This can't be good. by Bert64 · · Score: 1

      Think of it more like a VM then...
      The performance of something like vmware or wine can be pretty good these days... And you can conceivably take any software, package it up and run it on a VM running atop any x86 compatible hardware and os with near native performance...

      Then you only have a single development target - the vm, either it's direct virtual hardware or whatever os it runs.
      If you were to take it a step further, you wouldn't need to emulate a full machine that a typical OS would expect, you could paravirtualize ala xen, and the apps inside would just need to make hypervisor calls.

      Given a system like that, a piece of software could be written compiled and tested once, and then used on any x86 hardware with a vm implementation.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    39. Re:This can't be good. by Bert64 · · Score: 1

      Yes, I fully agree with you... The problem is Microsoft and the fact they're big enough to ignore standards and get away with it... If anyone else totally ignored existing standards and came up with something different without being game-changingly better they would get laughed out.

      However they are too big to just disappear overnight, and few will abandon them while they're locked in, so encouraging wider adoption of standards is the first step.

      --
      http://spamdecoy.net - free throwaway anonymous email - avoid spam!
    40. Re:This can't be good. by Anonymous Coward · · Score: 0

      What about QuickDraw 3D?

    41. Re:This can't be good. by TheRaven64 · · Score: 1

      It's impossible to have native code running on two different operating systems for many reasons (Because it's commercially and politically impossible to get all OSs to cooperate, Because technically it's by itself a challenge, and because it would mean to rewrite most of the code we use right now)

      Really? Because I can run x86 Linux binaries on x86 FreeBSD with no problems at all. I used to run the Linux versions of Opera and the Flash plugin in this way.

      --
      I am TheRaven on Soylent News
    42. Re:This can't be good. by GNUALMAFUERTE · · Score: 0, Offtopic

      Off course. You know what's the worse part?
      Certain parts of the community have become "politically correct", like the Mozilla Foundation, so they wouldn't join a boycott like the one I'm about to propose, but imagine this:

      What would happen if the Free Software Community started to fight them with the same weapons they use?

      A lot of people is already using Firefox, Thunderbird, Pidgin, etc.

      And the counterpart of those desktop apps on the server side is even bigger, how many are running Apache, PHP, MySQL, etc? How many are using Joomla or Awstats?

      If the community suddenly started to tweek the server-side apps to provide better support for Firefox for example, intentionally breaking IE, we would see TONS of people switching to Firefox.

      Also, how many developers use PHP+MySQL but develop on Windows? What if the community decided to move on developing new versions of PHP only for Unix? How many would switch?

      I know that means war. So what?

      But it's not going to happen. It's sad when you see things like MySQL (now a property of Sun), a company that is where it is right now thanks to the GNU Project, releasing it's workbench as a windows only app dependant on .NET!!!!!

      --
      WTF am I doing replying to an AC at 5 A.M on a Friday night?
    43. Re:This can't be good. by GNUALMAFUERTE · · Score: 1

      That's because you are running a binary that's either statically linked or because you are copying a lot of compatibility libraries.

      --
      WTF am I doing replying to an AC at 5 A.M on a Friday night?
    44. Re:This can't be good. by fm6 · · Score: 1

      What you're talking about is emulating one OS on top of another. That's a different (and a lot more complicated) than anything Java does.

      Solutions using this approach do exist. But none of them are the simple one-size-fits-all solution you're asking for, nor are they likely to be. Wine emulates the Windows APIs well enough to run most major applications, but only after major tweaking for each application. The effort required to make it a simple turnkey emulator that supports all Windows applications without tweaking would be huge.

      I don't know how well BSD emulates Linux APIs. But it wouldn't be hard to do it well, since BSD and Linux are almost the same OS. But emulating Linux APIs on Windows? Again, a huge effort. Not impossible: Cygwin implements most Linux/Unix APIs under Windows, though it doesn't support Linux binaries (you have to recompile). I use it a lot. But I regularly run into weird errors caused by the collision between the two universes. If it's that difficult to provide simple API compatibility, imagine the difficulty in supporting Linux binaries.

      Emulating one OS on top of another isn't easy. In fact, I think it's somewhat harder than implementing the OS from scratch on top of bare metal. So it's not a simple fix for all our platform compatibility woes.

    45. Re:This can't be good. by Anonymous Coward · · Score: 0

      Yes, wine use OpenGL to do the rendering, however, when you say "a bad OpenGL release means a bad DirectX implementation in Wine", this makes sense, but does not apply in the context of what this topic is about. The complaint against OpenGL 3.0 is with the specification and not the performance, and so wine's implementation of D3D will still be consistent with the Direct3D specs no matter what backend wine chooses to do its rendering.

    46. Re:This can't be good. by Abcd1234 · · Score: 1

      Unix, X, and C are down to 5% market share? Better tell that to Sun, IBM, Oracle, Red Hat, Ubuntu...

    47. Re:This can't be good. by Ilgaz · · Score: 1

      Please people, give an example of a SINGLE commercial, end user oriented application from a commercial company that runs on Linux thanks to Mono. Your framework is a failure, Icaza is a puppet who is controlled by Microsoft via his weak personality, Novell is Microsoft's trojan in OSS and you ignore a multi billion console and incoming mobile 3d market if you code in direct3d.

      Now this is a good flamebait. Not the post you replied to.

    48. Re:This can't be good. by TheRaven64 · · Score: 1

      And yet, it works. Every system call on any version of Linux will work on any newer version. If you have glibc incompatibilities between versions, the loader supports multiple versions of the library so you can keep old versions installed. I can install a complete Red Hat or Debian environment in a chroot on FreeBSD with a single command and run apps packaged for either of these systems. Your claim that this was impossible is clearly false.

      --
      I am TheRaven on Soylent News
    49. Re:This can't be good. by walshy007 · · Score: 1

      or he's using syscalls directly using only the posix syscalls,

      I've written programs in linux using assembly that call the kernel directly with no libraries involved, so long as the platform has the same executable format, chip architechture and is posix compliant, it runs.

    50. Re:This can't be good. by SanityInAnarchy · · Score: 1

      Yes, let's spend 50% more effort to port an application to another platform

      If it takes 50% more effort, you're doing it wrong.

      Consider that nvidia, who makes video drivers, share 90% of their code between all the platforms they support. And nvidia has to deal with much lower-level details, like the various windowing systems (X.org, win32, etc), driver models (Linux is always changing, and XP-Vista is a big leap), not to mention graphics libraries (OpenGL, DirectX), EDID (monitor detection), multi-monitors, and SLI.

      If they can do it for a video driver, you should easily be able to get much more re-use -- think 95-99% -- for your game.

      using a crappier API in the process,

      That's a matter of opinion. This release wasn't good news for OpenGL, but some people do still prefer it to DirectX.

      and generate a brand new set of bugs on another platform.. in order to maybe fix a bug that occurs for 1% of users on our main platform.

      Consider that 1% may well have a larger network than you know -- they may have a blog, or they may tell their friends. Think about it -- if it's a critical bug, and you've got a sizeable market -- let's say it's 10,000 users (numbers pulled out of my rectum) -- that means 100 people just saw their only savegame corrupted, and each lost 30 hours or so of gameplay.

      Now consider what you're going to have to do to buy their trust back -- let alone their goodwill.

      It may not apply to what you're doing. It may be that you're something like WoW or GTA, for which people will buy a dedicated machine, if they have to.

      But one more thing to think about: Many of the indie games I've played lately have been cross-platform. All the Introversion games were Steam, but also Windows, Linux, and Mac. The Penny Arcade game is Windows, Linux, Mac, and Xbox Live Arcade. (The only other game on playgreenhouse.com seems to be at least Windows, Linux, and Mac.)

      These are indie developers, which implies that they don't exactly have money or manpower to throw at the problem. Which implies that if they did something, they did it for a reason -- that it was either trivially easy for them to do, or that it was worth the effort.

      So what's your excuse? Is it that you suck at porting -- that your code is so poorly abstracted that it's actually tied to one platform?

      Which is my point: Porting will make your game better. It will force you to refactor and to think differently, not to simply knock out the quickest thing that can possibly work. And it means that, hopefully, you'll be able to reuse a lot of that for your next project.

      Really a great deal considering you might also get access to 3-4% more of the gaming market this way.

      Yeah, sounds like it. That, or you're so tiny that 3-4% really wouldn't pay enough for someone to so much as install the other OS and attempt to compile -- but again, fucking Introversion can port their games. Why can't you?

      Disclaimer: I haven't actually done game development. I have, however, done web development, and I assert that the web browser (and MSIE in particular) is a much more hostile environment than a real OS.

      But otherwise, especially if you're targeting developers of consumer software (games) where smooth going on Windows is the most important thing..

      If that's true, you're missing out on another huge market: Consoles.

      --
      Don't thank God, thank a doctor!
    51. Re:This can't be good. by SanityInAnarchy · · Score: 1

      The only way for it to happen is for US law to state that OS API's are national infrastructure and that they have to be opened for the sake of fair competition.

      Great theory.

      The problem isn't that the Windows APIs are closed -- they aren't; after all, if they were closed, how could anyone but Microsoft write software which runs on Windows?

      No, the problem is that Microsoft themselves don't adhere to these APIs, and the published APIs are occasionally vague. So, even if you discount the man-years required to implement the APIs as written, you still have to deal with what software actually expects.

      Microsoft has this problem, too -- if you can find it, read the blogs/papers/etc of the Windows backwards compatibility team. It's incredible the amount of work they do -- the sheer number of ugly hacks, backflips, and cartwheels that they go through to force stupidly-written software to work.

      I'm talking about things like a piece of software which reads the OS version number into a fixed-length buffer, thus guaranteeing that a version number which is too long will cause a buffer overrun and crash the program.

      So what does Windows do? It detects that particular program and lies to it about the version number.

      WINE is mostly good for running apps, not games

      I'd say that's largely because that's where the focus has been. After all, gamers can learn to dual-boot -- the real challenge is people who need to run things like QuickBooks, or some random domain-specific app written a decade or two ago.

      On the other hand, MS could make their own Linux distro and probably displace everyone else on the desktop side fairly easily.

      Unlikely, unless they made it a complete replacement for Windows, and the obvious upgrade path. And then they'd be playing catch-up with Ubuntu, rather than the other way around.

      And in order to do that, they'd probably screw it up beyond all recognition. So it's unlikely that actual Linux users would be drawn to it -- they'd simply find a way to sandbox it (probably in a chroot jail or similar), so they could run a normal Ubuntu (or Xandros, or whatever), without all the Microsoft crap (until they need it).

      I think MS plans to make the entire Windows experience into a portable framework with .NET.

      You would think so, and there are interesting rumblings from R&D -- things like Singularity, an entire OS actually built on the .NET CLR.

      And yet, both Java and .NET have shown the lie of this -- Java, because people can still call out to native code (with some difficulty!), and because a poor implementation can spoil it for everyone. And .NET, because when people can call out easily to a native DLL, they do so, making non-portable apps -- and many of the strengths in .NET are things like WinForms, which are almost deliberately non-portable.

      More platforms, in many different hardware applications means a framework that can be ported easily and entirely via a virtual machine is pretty much the top of the food chain.

      Again, you would think so, and it's somewhat true -- Java is big in the mobile world, and it's on Blu-Ray.

      And yet... there's no Java on the iPhone, as far as I can tell, but it (and its apps) are selling like hotcakes, despite how non-portable they are. Seems like a reasonably portable C API (POSIX) is beating virtual machines in at least a few places.

      Linux does great on the customized hardware side, but the lack of organization of development tools kills Linux and with no central leadership it's really hard to get things done market wise.

      This sentence makes me wonder if you're actually trolling, or just clueless.

      No central leadership? *cough* LINUS *cough*

      Development tools... Ever use Eclipse?

      --
      Don't thank God, thank a doctor!
    52. Re:This can't be good. by SanityInAnarchy · · Score: 1

      Do you REALLY think it's the actual developers that make these decisions?

      Sorry, I keep forgetting that PHBs actually exist. I've been spoiled by management who actually listens to (and is often driven by) development.

      --
      Don't thank God, thank a doctor!
    53. Re:This can't be good. by SanityInAnarchy · · Score: 1

      My point wasn't that Wine would do it anytime soon.

      My point was that his idea wasn't particularly new or interesting -- and that if anyone is going to do it independently, Wine is the place to do it.

      Of course, if nVidia and ATI want to actually provide driver-level support, that'd be a different matter, but I'm not sure they're allowed to.

      --
      Don't thank God, thank a doctor!
    54. Re:This can't be good. by GNUALMAFUERTE · · Score: 1

      You are actually agreeing with what I said.

      Running an old system chrooted is not an idea that can be applied for software distribution.

      You can hack around it, but it's not a solution for the end user.

      --
      WTF am I doing replying to an AC at 5 A.M on a Friday night?
    55. Re:This can't be good. by Anonymous Coward · · Score: 0

      The OpenGL 3.0 spec as proposed includes geometry shaders

    56. Re:This can't be good. by TheRaven64 · · Score: 1

      Sure it can. X11 is stable. System calls are stable. OS X applications include most of the shared libraries they use beyond this level of functionality in their bundles, and Windows apps do the same with their DLLs. Hell, you can create GNUstep app bundles which run on OS X, Windows, Linux and any other platforms you want pretty easily hand have been able to for years. For platforms that use ELF you just need to bundle the shared libraries you need and have a compatible set of system calls.

      --
      I am TheRaven on Soylent News
    57. Re:This can't be good. by Michael+Hunt · · Score: 1

      Yes, but the parent post was simply asserting that DX10 bought nothing to the table over DX9. I'm well aware that OpenGL 3.0, as well as Cg 2 (in conjunction with either GL 3.0 or some proprietary NV extension which I think is called gp40), are capable of geometry programs. My point was simply that DX 10 has geometry program support and DX9 doesn't.

  6. really ask carmack then I'll listen by johnjones · · Score: 0

    I'm sorry but I dont believe you and I have not read it myself

    the entire GL board seems to be NVidia or ATI....

    until there is a game published that uses it then it's kind of pointless to say these kind of things

    I mean it's got to be dead after all MacOS uses OpenGL...

    regards

    John Jones

    1. Re:really ask carmack then I'll listen by Anonymous Coward · · Score: 0

      Why ask Carmack? He'll do whatever Nintendo tells him to do. Check it:

      http://www.edge-online.com/news/id-%E2%80%9Cno-longer-makes-decisions-around-pc%E2%80%9D

    2. Re:really ask carmack then I'll listen by Anonymous Coward · · Score: 0

      Ask Carmack? What a waste of time.

      http://www.edge-online.com/news/id-%E2%80%9Cno-longer-makes-decisions-around-pc%E2%80%9D

    3. Re:really ask carmack then I'll listen by Hairy+Heron · · Score: 1

      Good thing you posted that twice within 10 minutes of each other else we might have missed it.

    4. Re:really ask carmack then I'll listen by Anonymous Coward · · Score: 1

      It was in error, cum slurp, but since you liked it so much here ya go:

      http://www.edge-online.com/news/id-%E2%80%9Cno-longer-makes-decisions-around-pc%E2%80%9D

    5. Re:really ask carmack then I'll listen by Skrapion · · Score: 1

      Why ask Carmack? He'll do whatever Nintendo tells him to do.

      Yeah, that's pretty obvious by the glut of Id games on the Wii.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    6. Re:really ask carmack then I'll listen by LordMyren · · Score: 1

      The most fundamental alteration packaged with OpenGL 3.0 is the addition of EXT_direct_state_access, which allows programmers to bypass a lot of the sticky "state" based behavior that's been the over-long kludge of OpenGL. Carmacks name is on it.

  7. What ever happened to libGLw? by LM741N · · Score: 1

    I have programs that use that library to compile programs, plus I need the associated headers. Some OS's seem to have it and some don't. The latest Mesa release that I checked didn't have them. Perhaps they get installed via Xorg.

    1. Re:What ever happened to libGLw? by Anonymous Coward · · Score: 0

      libGLw is the Motif toolkit "canvas"-type widget for GL. It shouldn't be used by any program not using Motif/openmotif/lesstif. It's still in the mesa tree, most likely your distribution has moved it into a separate package.

    2. Re:What ever happened to libGLw? by LM741N · · Score: 1

      I know its the Motif widgets for OpenGL, but the latest official Mesa package available as of a couple of weeks ago does not install it or the headers.

  8. Is this the end? by Anonymous Coward · · Score: 5, Interesting

    jump ship to DX10

    And when they do they wander into Direct/Input/Sound/Video/Play/etc. OpenGL does 3D rendering. The rest? Cobble it together from whatever other obsolete scraps are available.

    The non-Microsoft "stacks" suck. Bottom line.

    The concept of a 2D "layer" still hasn't impinged on the basic SDL API. Couldn't believe it when I learned that.

    I guess professional game developers don't care that Microsoft owns the machinery of their livelihoods. They sure aren't contributing to their own independence in any noticeable way.

    1. Re:Is this the end? by Anonymous Coward · · Score: 5, Interesting

      Sorry my anonymous brethren, but you're exaggerating a bit. First off, DirectDraw (DirectX 2d API), DirectInput, and DirectPlay are all deprecated for other APIs. Granted, the other APIs are Microsoft but even they aren't always consistent across MS platforms. For example, DirectInput is replaced by one API on the 360 and a different one for the PC.

      SDL handles cross-platform input and some basic platform functionality on the open side. Not that you could expect it to run on a console, but it should run on a Mac, Linux, or Windows.

      The open equivalent of DirectSound is OpenAL, which looks a lot like OpenGL in usage. Of course, that's more of a negative, since they both need an overhaul. It *is* cross-platform and supports 3d sound though.

      The other APIs aren't nearly as important for game development.

    2. Re:Is this the end? by oGMo · · Score: 0, Flamebait

      The non-Microsoft "stacks" suck. Bottom line.

      Spoken like a true cluebie. Simple Directmedia Layer is actually a much better solution and runs on everything under the sun. Super simple to use (especially compared to DX), OpenGL works right alongside, and it supports "all those other things" you need for making games and not just doing 3D.

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    3. Re:Is this the end? by Eskarel · · Score: 2, Insightful
      Well I'm not sure if even Microsoft would agree with you on that since Vista uses OpenAL for its audio library.

      As for professional game developers not caring that Microsoft owns the machinery of their livelihoods. Of course they don't, why should they, and even if they did what would they do about it? Game developers don't write Operating Systems so someone else will always hold their livelihoods, and so long as Microsoft offers them a decent platform to write games for(which it does) and so long as Microsoft doesn't sink(which probably won't happen), why should they care. Most people don't have ideological views to software.

      I hate Microsoft every time I have to spend 20 minutes working out the bugs in my web code because they don't support a standard DOM. I hate them because the fact that they sat on IE6 for almost a decade means that a lot of our programs with web interfaces are IE6 only so I can't stop developing for IE6(third party apps, so I can't migrate them). I don't however have any ideological preference for or against Microsoft. It does the job, and the fact that it's closed is really rather immaterial for me.

    4. Re:Is this the end? by FigOSpeak · · Score: 2, Interesting

      Well said. A bottom-to-top platform developed by one company is likely to be well integrated. Certainly a huge benefit to anyone trying to develop in said platform. Consider .Net vs Java : Java = spend 90% of your time trying to figure out which piece is the best piece in a series of pieces that make up your project. Very hard to do. Oh, then there's the incompatibilities between what you want to use and what's supported by the other 20 dependencies you require. I'm a bleeding heart open-source evangelist, but though much a grin, platform conformity fosters the most rapid of growth.

    5. Re:Is this the end? by swillden · · Score: 2, Insightful

      but though much a grin

      I read that about 20 times trying to figure out what it said... finally, I decided that I think you meant "to my chagrin".

      --
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    6. Re:Is this the end? by FigOSpeak · · Score: 2, Funny

      Thanks.

    7. Re:Is this the end? by LordMyren · · Score: 1

      Clutter has a lot of the "2D layer" concepts you are looking for.

      SDL does a respectable job of covering most of the rest of what you are asking for.

    8. Re:Is this the end? by adisakp · · Score: 1
      And when they do they wander into Direct/Input/Sound/Video/Play/etc. OpenGL does 3D rendering. The rest? Cobble it together from whatever other obsolete scraps are available.

      The non-Microsoft "stacks" suck. Bottom line.


      FWIW, OpenAL for audio is available on the following platforms:
      • Mac OS X
      • iPhone
      • GNU/Linux (both OSS and ALSA backends)
      • BSD
      • Solaris
      • IRIX
      • Microsoft Windows
      • Xbox
      • Xbox 360
      • MorphOS

      FMOD is also available on most game and PC platforms and has very reasonable licensing fees.

      Neither of these audio solutions (or "stacks" as you prefer to call them) are obsolete or "suck".

    9. Re:Is this the end? by shutdown+-p+now · · Score: 1

      For example, DirectInput is replaced by one API on the 360 and a different one for the PC.

      Microsoft tries to unify it with XNA, though.

    10. Re:Is this the end? by msclrhd · · Score: 1

      And then there's Cairo for really sweet vector graphics, which also runs on everything.

    11. Re:Is this the end? by delt0r · · Score: 1

      As indie (how do you spell that) games developer I can tell you that the idea of a complete "stack" is a great one, and one that is missing outside DX. But this is where cross platform makes life really difficult, because everything is different. The hardware is different, the way to talk to the hardware is different, etc

      A good example is sound on linux. ALSA has only recently starting working for me out of the box (and then only reliably with slackware). ALSA can support a lot of high end features on soundcards, so its complicated. Then theres all the iniliztion etc. A lot of apps still use the OSS method of talking to the card.

      What about some lower level stuff and just play the dam sound? Seems to me the there is no simple lower level API/interface without every bell and whistle. So then they are all different and you end up with goobs of code dealing with each case after discovery even for simple stuff.

      Oh there have been a number of attempts at 2d api's . They never seem to go anywhere because you can just use a opengl 1.1 complaint api and you get widespread support now. Not when the api becomes some kind of standard.

      --
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    12. Re:Is this the end? by TheRaven64 · · Score: 1

      There is a DirectPlay equivalent in called OpenPlay, released by Apple and based on their old NetSprocket APIs. The closest thing to a DirectShow equivalent would be something like libavformat / libavcodec, and these come with examples showing how to use SDL for rendering video.

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    13. Re:Is this the end? by TheRaven64 · · Score: 1

      ALSA can support a lot of high end features on soundcards, so its complicated.

      No, ALSA is designed by muppets, so it is complicated. Do yourself a favour and develop for OSS. It's a cleaner, simpler, API and has the advantage of working on most *NIX variants (pretty much everything other than OS X) rather than limiting you to just Linux.

      A lot of apps still use the OSS method of talking to the card

      Because OSS is a stable, actively-developed, powerful, cross-platform API, while ALSA is the product of some Linux developers getting in a strop because the developer of OSS decided to take it proprietary. Other Free Software operating systems just forked the open code and updated it to match 4Front's APIs. Now 4Front is releasing their code under the BSDL, GPL and CDDL, there is no reason to use ALSA for new code.

      What about some lower level stuff and just play the dam sound? Seems

      OSS is about as simple as it can be. Open /dev/dsp or /dev/dspW, use an ioctl to set the number of channels, sample rate, and encoding you want. Write data to the file descriptor. Each one of these operations is one line of code. ALSA's OSS emulation appears not to provide /dev/dspW (an alias for /dev/dsp which defaults to 16-bit samples, rather than 8-bit), otherwise you could typically skip the step where you set the sample rate (although it's good practice to do it anyway, in case you're on some weird and wonderful platform that only supports 8-bit mono sound or something). If you use OSS in this way (rather than mmap()ing the device and writing to the hardware buffer directly) the driver will handle sample rate conversion for you.

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    14. Re:Is this the end? by delt0r · · Score: 1

      My point was that cross platform api's don't really exist. You just pointed out one reason why.

      Your post sounds like a rant, "we are better because they are dicks", kinda thing. Ironically you have not convined me of the evils of ALSA or the greatness of OSS.

      Incidentally I am supporting neither and have used both. At this stage I use a higher level wrapper....

      And what api will there be after another round of forks from people who just don't want to get along. How long before they are stable... before the next fork?

      --
      If information wants to be free, why does my internet connection cost so much?
    15. Re:Is this the end? by TheRaven64 · · Score: 1

      Your post sounds like a rant, "we are better because they are dicks", kinda thing. Ironically you have not convined me of the evils of ALSA or the greatness of OSS.

      No, that's pretty much the only justification ALSA has. When OSS went proprietary, rather than just keeping maintaining the the last GPL'd version of OSS, the Linux devs decided to create something new and incompatible, with a convoluted API, almost no documentation of said API, and no compelling new features.

      Cross platform APIs do exist. OSS is a cross-platform API. It works on Linux, FreeBSD, OpenBSD, NetBSD, Solaris, UnixWare, OpenServer, AIX, Tru64, HP-UX and VxWorks. ALSA is not a cross-platform API, and isn't a good API on the one platform that it supports.

      --
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    16. Re:Is this the end? by delt0r · · Score: 1

      The OSs that i need to target is Windows XP/Vista, Macs and unixs. But seriously the unixis for my market is really just linux. And we are still back to square one. Support for cross platform sound library's is pretty limited, a big list of *ixs not withstanding.

      Oh just out of interest, what is the latency on OSS like. I have never checked.

      --
      If information wants to be free, why does my internet connection cost so much?
    17. Re:Is this the end? by TheRaven64 · · Score: 1

      Oh just out of interest, what is the latency on OSS like. I have never checked.

      Depends on how you use it. If you mmap the device then you don't get any of the automatic sample rate conversion, you're writing directly to the device's buffer so you get whatever latency the device provides. I'm just writing to the device and using all of that, and I don't notice any delay between pressing the play / pause button and hearing / stopping hearing sound. I'm using OSS on FreeBSD though - on Linux it might well be worse. You can tweak the size of the OSS buffer with an ioctl if you want (smaller buffers give lower latency, bigger buffers let you interrupt your application more without hearing pops). The default buffer size is intended to give around a 50ms maximum latency. This page has more information.

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  9. Err, yeah. by Penguinisto · · Score: 5, Interesting

    Heh - Games developers may have that luxury, but 3D/GC vendors certainly don't. So unless someone decides to port DX10 to OSX (*snort*) or Linux (sing it with me now: "render farms!"), OpenGL will continue to have a decently-sized userbase for a very long time.

    IMHO, anyone making the claim that they're going to suddenly jump to DX10 is only making noise; nobody is dumb enough to cut off the fastest-growing consumer market sectors.

    (...besides, doesn't the PS3 use OGL, or do they use some other home-brewed library set? Not sure there...)

    /P

    --
    Quo usque tandem abutere, Nimbus, patientia nostra?
    1. Re:Err, yeah. by Anonymous Coward · · Score: 0

      PS3 uses OpenGL ES. This version has already had the API stripped down and the fixed function pipeline removed. The only problem is that there are no drivers for it on the desktop.

    2. Re:Err, yeah. by n+dot+l · · Score: 4, Informative

      The PS3 uses OpenGL ES for basic rendering (GL with all the ancient cruft ripped out) and NVIDIA's Cg for the actual shaders.

    3. Re:Err, yeah. by ducomputergeek · · Score: 4, Interesting

      Render farms don't use OpenGL or DX for rendering in programs such as Lightwave/Maya/blender, the frames are rendered by the CPU not GPU. (there are a couple exceptions to this).

      The only place the video comes into play is when you are running the 3D app and modelling of huge poly objects. I can slow Blender down to a crawl in big scenes on my older powerbook with only 64MB of video ram, but it runs smooth in my old G4 tower with 256MB of video ram, yet the render times on the same frame are about the same. (1.5Ghz vs. 2x1Ghz G4 CPU's., both with 1.25GB of Ram).

      --
      "The problem with socialism is eventually you run out of other people's money" - Thatcher.
    4. Re:Err, yeah. by Anonymous Coward · · Score: 3, Informative

      OpenGL ES (PSGL) is provided, but I don't think anyone is seriously using it except to do initial porting efforts.

      Sony supply an alternative low level api called libGcm.

    5. Re:Err, yeah. by Anonymous Coward · · Score: 0

      The PS3 uses OpenGL ES for basic rendering (GL with all the ancient cruft ripped out) and NVIDIA's Cg for the actual shaders.

      No it doesn't. Nearly no game developers use the OpenGL ES implementation, they all go directly to the native API, which is much faster (since it basically consists of macros writing directly to the hardware push buffer).

    6. Re:Err, yeah. by Stele · · Score: 1

      Ahem. Apparently you haven't heard of Gelato.

    7. Re:Err, yeah. by Anonymous Coward · · Score: 0

      Not quite. A modified ES version is supplied, but almost nobody uses it. The low-level API (libgcm) is what we use.

    8. Re:Err, yeah. by ducomputergeek · · Score: 1

      i.e. the couple exceptions being Geleto, but still on the Render Farm level, Gelato is not being widely used in production environments. I've seen it being used in the animatic and rendering rough shots quickly, but final renders are still done the old fashion way on a render farm.

      --
      "The problem with socialism is eventually you run out of other people's money" - Thatcher.
    9. Re:Err, yeah. by Creepy · · Score: 1

      Of course they render in CPU - Ray Tracing (and similar) need access to the entire scene to properly render reflections, color bleed, etc. and storing this in GPU RAM is laughable (even the 32MB FireGL card couldn't handle). Most CAD and CAD-like rendering packages do modeling with polygons for positioning and drafting, then switch to Ray Tracing for the actual render, which is done in system memory.

      And blaming the slip and lack of features on CAD companies as per the original post is silly, too - many still write to a baseline 1.1 spec (some may add features, but it's gotta still work with 1.1). The promise for 3.0 was to freeze the fixed function pipeline and create profiles like the "Lean and Mean" profile to work with newer systems - I don't see why anyone would have a problem with that - basically you use the old way by default or you set a profile with a call like GL_USE_PROFILE(LEAN_AND_MEAN); (function name is made up) when setting up to get the new way and later release a streamlined API without backward compatibility (but intended to run side-by-side with OpenGL 3). My understanding is that was what they were doing when they "hit some problems" and then went silent last year. These problems are likely graphical hardware companies crying foul about the intention to have 2 APIs they have to support.

      The reality is, 3.0 was always intended as mostly an "under the hood" release, where they deprecated old APIs and did a bunch of prep work for future streamlining that was not possible while the old APIs still existed. The disappointment is the slip in certain features like the object model (which is still coming according to some people on #opengl on IRC).

      What really bugged me about this whole debacle is Khronos was very open with what they were doing and when they were doing it and then suddenly stopped talking. Even the newsletter had no real progress details - they just stopped talking and kept programmers hopes up. They could have handled this in a much better way.

    10. Re:Err, yeah. by Anonymous Coward · · Score: 0

      The high-level PS3 library looks like OpenGL ES but it is not.
      Anyway most games don't use the OpenGL stuff because it doesn't give enough control but the libgcm.

  10. Hard to believe the new standards change anything by heroine · · Score: 1

    Any redesign of the GLSL standard wouldn't make any difference since NVidia was the only brand to support OpenGL 2. Today, almost everything sold uses Intel GMA drivers which only do OpenGL 1. As for new standards bringing new functionality, there are over 1000 Java standards awaiting implementation too.

  11. DX10 is not cross platform? by One+Louder · · Score: 4, Funny

    What do you means DirectX10 isn't cross platform? It runs in all six versions of Windows Vista!

    1. Re:DX10 is not cross platform? by 54mc · · Score: 2, Funny

      What do you means DirectX10 isn't cross platform? It runs in all six versions of Windows Vista!

      Shh! Don't let the MS devs hear that! They'll decide that the next version of windows should only have 3D capability on the expensive versions!

      --
      Joy! Beautiful spark of the gods!
    2. Re:DX10 is not cross platform? by DoofusOfDeath · · Score: 1

      It runs in all six versions of Windows Vista!

      Country and Western?

    3. Re:DX10 is not cross platform? by Firehed · · Score: 1

      They're already headed down that path, with Vista Home Basic not supporting Aero Glass...

      --
      How are sites slashdotted when nobody reads TFAs?
    4. Re:DX10 is not cross platform? by narthollis · · Score: 1

      Don't forget it's in Server 2008 as well!

    5. Re:DX10 is not cross platform? by shutdown+-p+now · · Score: 1

      It's 12 - you forgot "with SP1" and "without SP1". And then there's Windows Server 2008 in all its incarnations - just imagine the possibilities!

    6. Re:DX10 is not cross platform? by JasterBobaMereel · · Score: 1

      Because of course you always run a fully 3D interface when you remote into the rack-mounted server ....

      --
      Puteulanus fenestra mortis
    7. Re:DX10 is not cross platform? by robthebloke · · Score: 1

      It's 24, you forgot about the 32 and 64 bit versions.

    8. Re:DX10 is not cross platform? by DaVince21 · · Score: 1

      Why would they even keep one special effect set / theme from appearing in cheaper versions of Windows? It makes no sense whatsoever.

      --
      I am not devoid of humor.
  12. OpenGL falling down a pit by mysidia · · Score: 4, Interesting

    Not much unlike the one XFree86 fell down.

    It needs to be forked. We need a fork of the 3D library, much like Xorg was forked.

    The fork/rewrite should be more like DX10 than like OpenGL.

    The library needs to be able to interoperate with current and future video hardware, so that all hardware acceleration features will be available to applications using the 3D library...

    That means providing an underlying interface compatible with both the OpenGL and DX10 ABIs and conventional hardware drivers.

    1. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 1, Insightful

      I guess the problem is getting support from the graphic card designers.
      If a fork is made, it would have to maintain compatibility with 'vanilla' OpenGL. Well, isn't that what Wine is doing? Translating DirectX calls to OpenGL ones?

    2. Re:OpenGL falling down a pit by Ynot_82 · · Score: 5, Insightful

      "The library needs to be able to interoperate with current and future video hardware, so that all hardware acceleration features will be available to applications using the 3D library..."

      Now, I know next to nothing about the nitty-gritty details of OpenGL or DirectX,
      but I really thought they were pretty much equal (in terms of being able to fully utilise the hardware)

      I was under the impression that MS wrote the DirectX API, and graphics hardware was expected to provide in interface to GPU operations as per MS's API spec

      On the flip side, OpenGL being less centrally controlled,
      instead graphics hardware provide their own API calls for new GPU operations, and provide this new API call to OpenGL via it's "extension" interface
      and every so often, the OpenGL spec would be updated, with new GPU functions (currently using seperate, per-vendor extensions) would be standardised into a single implementation

      Are developers really saying that OpenGL cannot do things DirectX can?
      I thought as long as (say) Nvidia kept provided drivers, and software kept querying for the hardware's capabilities, DirectX & OpenGL were pretty much on a par with each other....

      Can anyone provide a semi-layman's explanation?

    3. Re:OpenGL falling down a pit by Zygfryd · · Score: 4, Insightful

      If you're talking about forking OpenGL... how do you convince Nvidia, AMD, Intel, PowerVR, Apple, Microsoft and who knows how many other companies to implement your incompatible version of the API in their OpenGL stacks?

      However if you're simply talking about GLX/Mesa then you'll be happy to know that it's being reimplemented in the Gallium3D project.

    4. Re:OpenGL falling down a pit by hr.wien · · Score: 5, Insightful

      You don't fork a spec. You create a new one and try to get it accepted by the industry (ATI, Nvidia and Intel in this case).

      Good luck with that.

    5. Re:OpenGL falling down a pit by christurkel · · Score: 1

      You make it sound so easy.

      --

      CDE open sourced! https://sourceforge.net/projects/cdesktopenv/
    6. Re:OpenGL falling down a pit by Lord+Crowface · · Score: 1

      Actually, the situation with OpenGL is MUCH more like the situation with upstream X during the XFree86 era...

    7. Re:OpenGL falling down a pit by TheRaven64 · · Score: 2, Insightful

      OpenGL is forked. It's designed for forking. Every single vendor implements extensions. When two vendors have implemented their own extension then it can be proposed for inclusion in the standard.

      The community at large was unhappy with the slow speed of development around OpenGL 2.0, so they let Khronos take over development of the next version. It seems that this didn't work very well, in hindsight.

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    8. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 1, Funny

      You forgot mention ponies. It must have ponies too.

    9. Re:OpenGL falling down a pit by niteice · · Score: 2, Informative

      I thought as long as (say) Nvidia kept provided drivers, and software kept querying for the hardware's capabilities, DirectX & OpenGL were pretty much on a par with each other....

      That's the entire problem. nVidia would have functionality available in both DX and GL drivers on release day and would frequently submit it to the ARB for ratification as an extension, which often would become a core feature in the future.

      Unfortunately, nobody else took their lead. In good scenarios, you'd have separate implementations on different hardware - extensions named GL_NV_blah and GL_ATI_blah. Sometimes only one would implement it (I think ATI's vertex buffers were judged superior and promoted to core shortly thereafter).

      The worse offender, though, (and really the sign that OpenGL was going nowhere) was the geometry shaders. nVidia had the supporting hardware first, but rather than make it an extension specific to their drivers, they implemented it and submitted it as a GL_EXT extension - one that everyone should implement. Nobody else did.

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    10. Re:OpenGL falling down a pit by rastoboy29 · · Score: 1

      mod parent up

    11. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 0

      Your comment is completely clueless.
        Neither OpenGL nor DirectX are ABIs, they are APIs, and there are many implementations of OpenGL since it's in fact a specification, so 'rewriting' it makes no sense.
        Posting with links2, so I'm sorry about the formatting :-)

    12. Re:OpenGL falling down a pit by msclrhd · · Score: 1

      You would also need it the other way around, to support existing OpenGL applications running on the forked version.

      This could also be done via a compatability layer, in the way that Wine is mapping DirectX to OpenGL.

    13. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 0

      www.ogre3d.org

    14. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 0

      Why not fork the hardware capabilities of DX to serve another model?
      i.e. write something that uses DX hardware inside open-source platform.

    15. Re:OpenGL falling down a pit by FeepingCreature · · Score: 1

      Conceptually easy. Make your fork talk to OpenGL 2.1 / 3.0 for the time being, even if it is slower .. then when Larrabee comes around, write your own drivers.

    16. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 1, Informative

      Your GPU maintains its efficiency by keeping a tight pipeline on vertex transformations and drawcalls.

      Direct X has pretty much one way of controlling this pipeline, and it matches current generation hardware well (and the HW matches DirectX, it's a chicken and egg syndrome). New generation DX might give the game programmers a completely new interface if that is advantageous in terms of efficiency on the next-gen GPU.

      OpenGL have numerous ways of controlling the graphics pipeline; let's pick the vertex transformation pipeline as an example.

      You have the dead slow glBegin/glEnd. This assumes your GPU is a input/output machine, and whenever you provide it with a vertex, it will process it and render it immediately. That worked great 15 years ago, but it's not how your GPU works today. To work around this, your driver will likely buffer up the vertices, but that requires extra processing power, dynamic allocations and .. we call it fluff.

      You have the faster pointer system, where you can set up OpenGL to process a batch of vertices at once, by simply giving it a pointer to your vertices. That allows OpenGL to create a batch jobs based on your input directly, which is a lot faster than simply buffering up the vertices. This is a lot closer to how your current GPU works.

      Or you can use vertex buffer objects, which basically cache this data on the GPU memory side, for even more efficiency.

      The problem with OpenGL is that there are a lot of ways to do most anything, and it's not clearly defined which are fast and which are not on modern hardware. So the drivers are expected to work fast on all paths, which is very very hard and time consuming for driver developers. Ultimately, this leads to worse drivers; and its one of the major reasons why f.ex ATI OpenGL drivers suck badly compared to their DX drivers.

      OpenGL 3.0 starts off by deprecating a lot of the outdated old ways of doing things, effectively limiting you to the fast ways of doing things. It's a good start. The "massive outcries" is basically that it's not doing enough, fast enough.

    17. Re:OpenGL falling down a pit by Anonymous Coward · · Score: 0

      I was under the impression that MS wrote the DirectX API, and graphics hardware was expected to provide in interface to GPU operations as per MS's API spec

      On the flip side, OpenGL being less centrally controlled,
      instead graphics hardware provide their own API calls for new GPU operations, and provide this new API call to OpenGL via it's "extension" interface
      and every so often, the OpenGL spec would be updated, with new GPU functions (currently using seperate, per-vendor extensions) would be standardised into a single implementation

      That's essentially correct.

      Right now, OpenGL 2.1 is more or less on par with D3D10, if you count in a lot of extensions. However, extensions are optional, and that is the main shortcoming of this 'open' approach.

      NVidia, being an active supporter of the OpenGL API, provides all these extensions. So no problems here. ATI/AMD, on the other hand, does not. And neither does Intel. Since extensions aren't mandatory, they are still in their rights to claim full OpenGL support (they implement the core), yet they lag years behind D3D10 in terms of features.

      So as a developer, you cannot rely on using D3D10-style features under OpenGL. So either you end up writing separate code paths (with one of them only working on NVidia hardware), or you drop the non-core features altogether.

      In conclusion, while OpenGL offers the same functionality as D3D10 on paper, it doesn't deliver in practice due to refusal from certain IHVs to cooperate. That's the disadvantage of an open standard such as OpenGL. Microsoft doesn't have this problem with D3D, since they have the power to force every IHV in implementing the exact same feature set as defined by their API. And in this particular case, this is actually a good thing.

      / Yann

  13. The article text is bullshit. by Anonymous Coward · · Score: 0

    DX-10 is Vista only among other issues.

  14. Re:Typical F/OSS Failure by Anonymous Coward · · Score: 2, Informative

    OpenGL isn't from the open source community, actually. It's "open" is the old "open systems" open, which is rather less open.

    While people might say linux uses opengl, a lot of the time it's using mesa, which implements the opengl specifications but is NOT a certified opengl implementation.

    (This revised 3.0 might be good news for mesa, as the originally threatened backward-incompatible 3.0, that, perhaps contrary to this slashdot "story" most opengl folk decided they didn't like, looks like it might be implementable without certain patent issues biting).

  15. people still make opengl games? by timmarhy · · Score: 0, Flamebait

    frankly DX10 blows them out of the water. why don't the openGL guys try to compete on performance and technical merit rather than hiding behind the cross platform shield all the time....

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    1. Re:people still make opengl games? by HappySmileMan · · Score: 1, Interesting

      I've seen many, many studies showing that OpenGL2 beats DX9 in performance, (but only if you DON'T use Microsoft's implementation of OpenGL, which for some reason sucks ass.)

      Obviously OpenGL2 vs. DX9 is very different to OpenGL3 vs. DX10, but to 90% of the market it's irrelevant since they don't run Vista and therefore don't have DX10, OpenGL is competing with DX9, not 10, and winning.

    2. Re:people still make opengl games? by timmarhy · · Score: 1
      A quick google does not confirm your statement. DX9 appears to blow gl2 away on features and matches it on speed. that is irrelevant though, since DX10 is the future platform for games, unless you live in some fantasy land in which vista isn't going to eventually over take XP. DX10 definately has better features and it's what new games are going to start targeting.

      if openGL3 doesn't bring anything new to the table it's toast.

      --
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    3. Re:people still make opengl games? by Caboosian · · Score: 1

      89% of the market runs Microsoft's implementation* of OpenGL2 - so following your logic (DX10 is irrelevant), OpenGL is irrelevant. *Note: I don't understand how everything works in depth, and I'm assuming that Windows users run Microsoft's implementation by default. If I'm wrong in assuming that, please, correct me.

    4. Re:people still make opengl games? by HappySmileMan · · Score: 1

      DX10 is the future platform for games, unless you live in some fantasy land in which vista isn't going to eventually over take XP.

      Microsoft are pushing forward both Windows 7 and DX11 now (Not sure why DX11, but Windows 7 probably in response to how terrible Vista's reviews were), Windows 7 is set to be released in 2009 or early 2010, I honestly can't see Vista overtaking XP between now and then, and for that reason I can't see games developers cutting off XP users.
      The way I see it, XP will be overtaken by Windows 7, not Vista, as long as Windows 7 doesn't get any significant delays, and DX9 will be overtaken by DX11

    5. Re:people still make opengl games? by clintre · · Score: 1

      That would be assuming that the best technology always wins these battles. I agree that in video OpenGL 2 versus DX9 is superior.

      However as mentioned above the nice thing about DX is that it handles much more through it structure making it easier in some ways to develop video, sound, and input.

      In my experience DX is easier and more robust when developing games, not necessarily better as far as video.

      Personally I have hope for OpenGL as I would love to not ever have to boot up windows anything again.

    6. Re:people still make opengl games? by kiddygrinder · · Score: 1

      Unless there's a major shakeup at ms i can't see them releasing windows 7 on time, it's a major re-write rather than the spit shine vista was. (Just my opinion, no hard facts were included in this post whatsoever)

      --
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    7. Re:people still make opengl games? by ozphx · · Score: 2, Informative

      DX11 brings "compute shaders" to the table, which is a Good Thing - forcing a standard for GPU computation, allowing say hardware accelerated physics libraries to run on GPUs from multiple vendors.

      Windows 7 is the usual product development cycle, and it was in the pipeline before Vista was even beta.

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    8. Re:people still make opengl games? by HappySmileMan · · Score: 5, Informative
      From an interview LESS THAN A MONTH AGO:

      MPC: So, you said Rage is a 60Hz game. Is it an OpenGL or DirectX game?

      JC: Itâ(TM)s still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. Itâ(TM)s interesting how little of the technology cares what API youâ(TM)re using and what generation of the technology youâ(TM)re on. Youâ(TM)ve got a small handful of files that care about what API theyâ(TM)re on, and millions of lines of code that are agnostic to the platform that theyâ(TM)re on.

      MPC: Are you using DirectX 9 equivalent? For Doom 4 as well?

      JC: Yes to both. Itâ(TM)s one of those things I get asked a lot. Whatâ(TM)s big and exciting for DirectX 10 or DirectX 11? Thereâ(TM)s not a whole lot of⦠really not a whole lot. The big touted geometry shaders were in many ways, a mistaken belief that people desperately wanted to create stencil shadow volume.

      So less than a month ago John said that he's still developing with OpenGL and that DX10 isn't really a worthwhile improvement.

      And congratulations on referring me to something he said ages ago, when you find something more recent feel free to reply

      Oh and source of interview: http://www.maximumpc.com/article/features/e3_2008_the_john_carmack_interview_rage_id_tech_6_doom_4_details_and_more?page=0%2C0

    9. Re:people still make opengl games? by Bazar · · Score: 2, Insightful

      but to 90% of the market it's irrelevant since they don't run Vista and therefore don't have DX10, OpenGL is competing with DX9, not 10, and winning.

      <sarcasm>Yes, because game developers look to the now and not the future.

      When FPS Games take multiple years to develop, its a well known fact game designers program it with current generation graphics in mind. They never plan ahead 1-3 years so that at release they have a game that will push grahpics to the limit</sarcasm>

      Honestly, the biggest supporters of OpenGL i can think of have been ID Software and Epic MegaGames, and i expect even Carmack would be getting tired of working around a primitive framework with minimal support for modern and future graphical features.

      --
      To avoid criticism; Say nothing, Do nothing, Be nothing.
    10. Re:people still make opengl games? by HappySmileMan · · Score: 1

      And assuming a schedule is kept, in less than 1-3 years Windows 7 and DX11 will be out.

    11. Re:people still make opengl games? by Anonymous Coward · · Score: 0

      When you need sarcasm tags to explain what you're saying, you're probably better off sticking to being sincere...

    12. Re:people still make opengl games? by Anonymous Coward · · Score: 0

      microsofts implementation is stuck at 1.2 (or 1.1?) and is a pure software implementation. anyone that has installed graphiccard drivers uses the vendors implementation. also, ogl 2.0/2.1 exposes a lot more fetures via pre-arb extensions than dx 9 offers. in terms of performance ogl is superior in a couple of aspects, especially when having multimonitor setups. granted, that might not be relevant for games, but it can be for content creation where such setups are common.

      anyway, it's entertaining to see all those hobbyist "game developers" explode over this. if they would actually stop copy and pasting from the crappy nehe tutorials/dx sdk and start learning and understanding the concepts behind all this the internet would be a happier place. so we have a bunch of people that don't read specs and flood all related forums with halfinformed messges.

      the arb didn't deliver what was promised, but some extensions in the new specs seem to clear the way for a more es like desktop api. we'll know on wednesday after the bof.

    13. Re:people still make opengl games? by n+dot+l · · Score: 1

      Microsoft provides Opengl32.dll (or something similar) which handles setting up an OpenGL-based window and has a software implementation of early (pre-1.4, I think) OpenGL. However the software layer is just a fallback. If the display driver advertises OpenGL entry points (and all decent drivers do) Microsoft's DLL handles part of the window setup and hands off everything else to the actual display driver.

    14. Re:people still make opengl games? by Creepy · · Score: 1

      I'd have to agree - DX10 was mostly an under the hood update and redesign (and 10-20% speed boost, offset by Vista's slowness - Vista itself is written on top of a special version of DX9, not 10), and while it does include a few cool features, writing code to include Geometry Shaders for instance, requires a complete redesign of the shader in most cases, and since that shader is only usable on Vista (as opposed to the OpenGL one which is usable everywhere the hardware exists), it's just extra effort for little substantial gain.

      Personally, I think Geometry Shaders are useful, but mainly for shaving renderpasses when doing physics simulations in hardware (you don't need to cram the data into a texture - yay!). I'm not sure why Carmack believes they were only/mainly for stencil shadow volume, although he did have a lot to do with improving that technique and probably has a lot more contact with IHVs than I do - I thought they were a first crack at creating a tessellation shader (but they don't do that well due to vertex emission limitations).

    15. Re:people still make opengl games? by tyrione · · Score: 1

      What do you think OpenCL brings to the OpenGL Community?

      http://www.tgdaily.com/content/view/38764/140/

      eykjavik (Iceland) â" Considering the big news coming out of Intel this week (Larrabee) and the expected big News from Nvidia within the next two weeks (x86 CUDA), AMD is under pressure to match its rivals: AMD is making substantial changes to its GPGPU software strategy and announced at its GPG CTO Technology Day that it will ditch its Close-To-Metal platform and switch to OpenCL .

      In his speech GPG CTO Technology Day held in Icelandâ(TM)s capital, Raja Koduri, CTO of AMD GPG (ex-ATI), announced that AMD believes that the time for proprietary software solutions such as AMD's own Close-to-Metal and Nvidia's CUDA has passed.

      As a result, AMD will throw its efforts behind DirectX 11 Computational Shaders and the OpenCL GPGPU language and will focus on standardized solutions only. Koduri highlighted the GPGPU advances made by companies such as CyberLink, PeakStream (which was acquired by Google), RapidMind, RogueWave, CAPS, ImageScan, Telenetics, Neurda and many others. It is apparent that many companies are bringing GPGPU-accelerated products to market, but AMDâ(TM)s is going a somewhat different way as the companyâ(TM)s stream products will be aligned with DirectX 11 and OpenCL.

      Koduri noted that a first product showcasing this strategy will be available in the first quarter of next year. Also, AMD is working on APU (Accelerated Processing Unit) at full speed, which is scheduled for debut in first half of next year.

      The decision to go with OpenCL could be a critical step for AMD to compete with Nvidia and Intelâ(TM)s GPGPU and cGPU products that are capturing the headlines today. AMDâ(TM)s low-level programming approach was one of the main reasons why developers preferred Nvidiaâ(TM)s (high-level) CUDA version over the companyâ(TM)s stream processor cards. OpenCL is widely considered to be a possible solution of GPGPU programming that could bridge Nvidia, Intel, AMD and other products and we are hearing more and more developers requesting support for OpenCL.

    16. Re:people still make opengl games? by TheRaven64 · · Score: 1

      Sounds more like he's doing what most game developers have been doing for a long time - developing for his own middleware which sits between his code and whatever 3D API the host platform wants to export.

      --
      I am TheRaven on Soylent News
    17. Re:people still make opengl games? by Anonymous Coward · · Score: 0

      And Jhon also says that the iPhone is more powerful than PSP and Nintendo DS combined. Will we believe him?

  16. No it doesn't by Sycraft-fu · · Score: 5, Informative

    Part of the reason for DX's success is that nobody else seems interested in developing anything to compete with it. OpenGL is the only cross platform 3D API I'm aware of and it and DX are all that there is these days. GLs problem is that it isn't keeping up with the hardware. The "just use vendor specific extensions" isn't a realistic solution in most cases. Thus GL is suffering and DX is winning by default.

    If someone like Apple did develop a good 3D API, it might do well. However nobody seems interested.

    1. Re:No it doesn't by wealthychef · · Score: 0

      Maybe Apple will just implement a DX version if DX suffocates GL. Apple might try to foist their own GL on the world, and it will be excellent and nobody will useit.

      --
      Currently hooked on AMP
    2. Re:No it doesn't by Anonymous Coward · · Score: 2, Interesting

      For the same reason that people do not want to use the DirectX 10 Engine, because it is proprietary and serves little (except in this case, where it would likely serve no) purpose outside of the hardware and operating system it was built to run efficiently on.

      And besides, look at games like World of Warcraft and Half Life, they've managed to port (What I'm assuming to be) C-based code over and implement it on the Mac with no relative drop in performance (if not a relative gain compared to similar PC hardware, as is my experience with World of Warcraft). It's not that MacOS doesn't NEED a 3D Engine implemented, it's just that people are already working around the lack thereof already, with good success, leaving Apple as a company little incentive to do such a thing.

    3. Re:No it doesn't by AndrewNeo · · Score: 1

      Er, what's this about Half-Life on the Mac? Correct me if I'm wrong, but there's no Mac version of Half-Life 1.. and even if there was, HL1 supports software, OpenGL and DirectX rendering paths.

    4. Re:No it doesn't by Stormwatch · · Score: 2, Funny

      Apple once did have their own API, QuickDraw 3D.

    5. Re:No it doesn't by Stormwatch · · Score: 1

      There is no Half Life for Mac.

    6. Re:No it doesn't by p0tat03 · · Score: 4, Informative

      If someone like Apple did develop a good 3D API, it might do well. However nobody seems interested.

      Sadly, won't ever happen. Apple's "commitment" to gaming on their platform doesn't extend far beyond 3D chess and Tetris clones. Hell, having a working Flash client is probably Apple's idea of supporting "gaming" for their users.

      Apple appears to be quite content with OpenGL in its current state, and haven't even gotten close to pushing its limits.

      Have you installed the DirectX SDK lately? It's sad how wide the divide is. On the DirectX side you get a *massive* library of documentation, sample code snippets, entire sample projects, and more guides than you can shake a stick at. Compare this with the new-hotness that is Apple's iPhone SDK. Worlds apart. The iPhone SDK documentation is absolute trash. There are almost no tutorials, "sample code" is hardly ever commented. No code snippets to accompany tricky API calls, and the entire thing uses so much Objective-C-speak that I'm quite surprised anybody but a hardened Mac developer can even begin to comprehend it.

      One company is very good at fostering a developer community and making sure it's easy to get on board their API. The other seems like it goes out of their way to torture devs.

      Disclaimer: I am a hobbyist iPhone developer, Mac user, Xbox owner, and DirectX developer.

    7. Re:No it doesn't by Anonymous Coward · · Score: 0

      alpple already did create a 3D Api in the past, QuickDraw 3D. It was also available on the PC. I think they will avoid going down that road again.

    8. Re:No it doesn't by 0100010001010011 · · Score: 1

      There was. It was near release and the bean counters cut it. There were, iirc, some betas floating around HotLine (yes it was that long ago).

    9. Re:No it doesn't by UncleTogie · · Score: 2, Informative

      There is no Half Life for Mac.

      Depends on how you mean that. According to this section of the Half-Life article, Sierra made one, said they were going to release it, and then never did....

      Makes you wonder if it's just sitting in a vault somewhere....

      --
      Don't tell me to get a life. I'm a gamer; I have LOTS of lives!
    10. Re:No it doesn't by Anonymous Coward · · Score: 0

      Apple uses OpenGL quite prominently. I can't see how they would migrate to something else. Nor do I see what it would really buy them to switch.

      Apple doesn't give a crap about gamers anyway and it never has. Apple barely cares about developers for that matter. It is fortunate its own software is good enough to keep the company afloat these days. That and Microsoft continues to release Microsoft Office.

    11. Re:No it doesn't by hellwig · · Score: 1

      If someone like Apple did develop a good 3D API, it might do well.

      Sure, you may get lucky and Apple might release their API for other platforms, but you know you'll have to download iTunes, register for MobileMe, and use one of 3 apple-branded video cards. Yeah, that's really gonna help out the 3D application sector.

      --
      Eggs
      Milk
      Bread
      Cat Litter
      Soda
      ...
    12. Re:No it doesn't by Anonymous Coward · · Score: 0

      And it sucked.

    13. Re:No it doesn't by Stormwatch · · Score: 1

      Yeah, I knew of that. And they also cancelled the Dreamcast version -- AFTER it was completed! But that one was eventually leaked.

    14. Re:No it doesn't by Nefarious+Wheel · · Score: 1

      There is no Half Life for Mac.

      Whew! For a moment there I thought we were all doomed due to exposure to unstable isotopes in the Apple packaging. Or were we talking about a time series of Mac population diminished by the number of units that fail over time?

      Ooohh that's a pretty interface! What is it?

      Oh. What's Cherenkov radiation?

      --
      Do not mock my vision of impractical footwear
    15. Re:No it doesn't by Anonymous Coward · · Score: 0

      >If someone like Apple did develop a good 3D API, it might do well ...on Apple hardware. Apple is not the sort of company to "give back" to the community in this way. Look at the entire basis for their decision to go with BSD for OS X. They could lock it up as a set of tight binaries and sell it.

      What do you think they'd do if they made a 3D API? Free for Apple users (at best, maybe they'd sell point updates like they do with OS X) and not available for anyone else (even people making clone Apple boxes).

      There's a good reason why Windows Vista is more popular than OS X: People know they can expect about a decade of mileage from Windows Vista. Microsoft will support it at least that long. People can expect a couple of years from any given OS X release, after that it's game over, don't expect anything you buy new for that OS to be 100% without issues running on old code.

    16. Re:No it doesn't by benhattman · · Score: 1, Interesting

      One company is very good at fostering a developer community and making sure it's easy to get on board their API. The other seems like it goes out of their way to torture devs.

      Agreed. Sun produces excellent documentation. Their javadoc API is truly well executed. Perhaps some day, one of their more profitable competitors will learn to do the same.

    17. Re:No it doesn't by Anonymous Coward · · Score: 1, Insightful

      Flips side of that: DirectX sucked ass for it's first few iterations. In every possible way. It was badly designed, badly documented, performance was flaky.

      So you could cut apple a little slack on their SDK till at least one major rev.

    18. Re:No it doesn't by UncleTogie · · Score: 1

      What's Cherenkov radiation?

      I'll take "another way to spell Cerenkov radiation" for $200, Alex..

      --
      Don't tell me to get a life. I'm a gamer; I have LOTS of lives!
    19. Re:No it doesn't by p0tat03 · · Score: 1

      Absolutely. Javadoc rules as much as MSDN does. Apple has two successful parties to emulate. I ain't holding my breath though :(

    20. Re:No it doesn't by jcr · · Score: 1

      NeXT had 3D Kit, and it rocked. It used Renderman.

      They're both long gone, though.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    21. Re:No it doesn't by msclrhd · · Score: 2, Interesting

      And have you tried looking for documentation on Microsoft APIs that are over a year old? (Try the http://msdn.microsoft.com/en-us/library/bb153255(VS.85).aspx link to Microsoft.DirectX.DirectDraw)

      Or that the MSDN documentation for IDirect3DDevice9::SetMaterial (http://msdn.microsoft.com/en-us/library/bb174437(VS.85).aspx) says that it returns "D3DERR_INVALIDCALL if the pMaterial parameter is invalid." but the tests on Wine show that D3D9 crashes with SetMaterial(NULL), whereas the DirectDraw version (no longer available on MSDN) *does* return D3DERR_INVALIDCALL!

    22. Re:No it doesn't by Hal_Porter · · Score: 1

      Yeah, but that didn't matter DirectX was designed by Microsoft people who spent their lives in meetings with games companies, probably bringing along Microsoft sales guys to offer their bosses incentives to develop for the new API. Microsoft could have shipped a header file and some libraries and most companies making Dos games would have switched over. In fact, that's pretty much what they did.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    23. Re:No it doesn't by Hal_Porter · · Score: 1

      Apple might swear allegiance to DirectX. Then Macs would be able to run games for the XBox/PC.

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    24. Re:No it doesn't by delt0r · · Score: 1

      So you think that some competing company that is *not* Microsoft is going to get this new API implemented by M$? Seriously its single platform (I don't count xbox as an alternative) for a reason. That reason is that if you want grfx performance for a windows machine you *must* write DX code that runs on nothing else (well thats the idea).

      I have used both, and I really don't find one better than the other, or either all that bad. Both have there quirks and good points, both behave differently with different drivers and hardware. DX discovery is perhaps slightly better, but seems to lack accuracy anyway....

      I now use pretty much only opengl, because then I'm not tied to a single platform. Generally most features are exposed on both APIs quite quickly so you don't loose features either.

      --
      If information wants to be free, why does my internet connection cost so much?
    25. Re:No it doesn't by Sycraft-fu · · Score: 2, Informative

      You don't have to convince MS to implement the API. You might notice that MS doesn't implement OpenGL, yet it works just fine. Windows doesn't prevent 3rd party APIs. Video card vendors are free to implement whatever APIs they like. In XP they really have nothing at all to do with each other. In Vista, the XP method works fine, though Vista will have to turn off it's shiny features if one is used, or there's a new path that's fully WDDM compatible. nVidia and ATi both implement this with their OpenGL drivers. So GL apps run just fine, and don't have any problems with regards to the eye candy. In the case of nVidia, their OpenGL drivers are highly developed and are as fast as their DX drivers.

      So if a company/group developed a good 3rd API, you could perhaps convince nVidia and ATi to implement it on Windows and other platforms. MS would never enter the equation.

      For reference, this sort of thing has been done in the pro audio world. For a long time OSes didn't have very good support for low latency audio. So Steinberg developed a cross platform standard called ASIO. You get a soundcard with ASIO drivers and an ASIO compatible app and there you go, low latency bit accurate input/output. Even though OSes now all feature their own low latency APIs, it continues to be used in part for legacy reasons but also largely because it is cross platform whereas OS specific APIs aren't.

      You can easily get a soundcard that has WDM drivers and thus works with all the Windows APIs such as MME, DS, and WDM/KS and also has ASIO drivers. You can run apps of either kind seamlessly. The Creative Labs X-Fi supports not only WDM and ASIO, but also Creative's own standard OpenAL. So the soundcard has 3 different basic APIs with which an app can talk to it. Winamp can play a files via MME (which goes through he WDM driver) while UT3 does sound through OpenAL, and Cubase can talk to it via ASIO. Windows (including Vista) is just fine with all of this.

      MS doesn't force an all or nothing approach to DirectX. Prior to Vista, DirectX support wasn't really even required and indeed some pro cards only accelerated OpenGL. Even in Vista, DirectX support is required only in so far as if you provide a WDDM driver, you are automatically providing DirectX support. However that doesn't stop you at all from implementing any other APIs you like, and the big graphics vendors do just that.

      However, before any of that is going to happen, you need to have a good API.

    26. Re:No it doesn't by delt0r · · Score: 1
      I don't disagree with you post on any particular point, except:

      However, before any of that is going to happen, you need to have a good API.

      This is bunk. You won't get anywhere with a "better" api with what ever measure you use for better, *unless* its a *lot* better. Vendors need a very good reason to drop there current apis, not just a good reason. Then you need the developers that already have code bases and experience on the other api's. A little better is not going to cut it.

      Then there is how to define better. A better api for programmers is often a bad api for hardware implementors and driver developer's and vise versa. So who should make the calls on the api design, hardware vendors or developers?

      Oh and remember there is a lot more to a 3D api than just the games market.

      This boils down to just how bad is opengl/DX. It turns both are not that bad, and as established standards that would make them very hard to displace. One thing is for sure M$ won't help no matter how good it is unless they own it.

      --
      If information wants to be free, why does my internet connection cost so much?
    27. Re:No it doesn't by brainnolo · · Score: 1

      Did I miss the sarcasm? Because I always managed to find things in a blink with Apple documentation and struggled to find anything at all in Javadoc.

    28. Re:No it doesn't by mgblst · · Score: 2, Informative

      To be fair, how long has the iPhone SDK been out, and how long has DX been out? It is a much more mature product.

    29. Re:No it doesn't by TheRaven64 · · Score: 1

      Their excuse for not releasing it was particularly weak - that Mac users wouldn't be able to play online against Windows users. It sounds a lot like they just didn't know how to use the hton family of calls, and were sending little-endian data around the network. Unless they used MS DirectPlay, which (at the time of Half Life, and possibly still) was a pretty silly thing to do.

      --
      I am TheRaven on Soylent News
    30. Re:No it doesn't by Anonymous Coward · · Score: 0

      Kind of odd that Wikipedia insists on using the Czech C ("ch") if it's a Russian name...

    31. Re:No it doesn't by tyrione · · Score: 1

      Suck it up junior. Learn ObjC or get the hell off of OS X and it's Dev Platforms.

      You've had 10 years to be proficient in C and ObjC or the past 4 years to use ObjC++ but then again you can use Ruby, Python/ObjC, OCaml and other languages all you want, right along with C++. Apple has over 2 decades of investment in ObjC and their APIs. If you think they're going to move to C++ and Direct you better stay on Windows.

  17. Fork it by Anonymous Coward · · Score: 0, Insightful

    It's a specification, can't we diverge and create a new one by developers for developers? I.e. start a new consortium?

    1. Re:Fork it by larry+bagina · · Score: 1

      Ok, why don't you do it and let us know how it turns out.

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    2. Re:Fork it by mikael · · Score: 1

      There is the Mesa-3D Implementation of OpenGL. The most recent version offers support for the Cell processor.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    3. Re:Fork it by Anonymous Coward · · Score: 0

      [You have lost 3 points for a cheap and unoriginal comment that adds nothing to the conversation.]

  18. No. by unity100 · · Score: 5, Interesting

    Is this the end of cross-platform 3d on the cutting edge?

    it isnt. because OpenGL ARB is gonna play it nice, and revise their specs, therefore pleasing developers and therefore GAMERS as much as they can, and fix the matter, wont you now ? dont make us wait.

    1. Re:No. by Skrapion · · Score: 1

      Grammar doesn't seem to be your friend, so I'm not sure if you're being sarcastic. But somehow you got a +5 Interesting, so I feel compelled to reply.

      It took two years without interim updates for the ARB to release OpenGL 3, which didn't end up being the rewrite we were promised. This is all after OpenGL 2 was released and also wasn't the rewrite we were promised.

      So far, the ARB doesn't have a very good track record of revising their specs to make developers happy. Maybe they'll try again and we'll have another update in another two years, but generally speaking, something two years old isn't usually considered "cutting edge".

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
    2. Re:No. by unity100 · · Score: 1

      Grammar doesn't seem to be your friend, so I'm not sure if you're being sarcastic. But somehow you got a +5 Interesting

      thats because majority of slashdot value content over presentation, which is the way it should be. just like you dont judge people by their appearance, you should learn not to pay attention to presentation over ideas contained.

    3. Re:No. by Abcd1234 · · Score: 1

      Or I'll just skip your unreadable dreck and move on to a comment with better grammar and correct punctuation. Communication is *both* presentation and content. Only an idiot would suggest otherwise.

    4. Re:No. by Anonymous Coward · · Score: 0

      tell that to AutoDesk. the CAD/CAM industry is the problem here. They just won't upgrade but won't let the project go forward for fear they might miss out on new features.

    5. Re:No. by Skrapion · · Score: 1

      English isn't your first language, so I'll cut you some slack here. The part of my comment that you responded to was a tongue-in-cheek way of saying that I didn't completely understand what you were saying. If I was really ignoring your ideas, I wouldn't have posted the second and third paragraphs.

      Instead of going on a tirade, you could have just corrected me on anything I misunderstood in your post.

      --
      The details are trivial and useless; The reasons, as always, purely human ones.
  19. what we have here is a misunderstanding by thermian · · Score: 1, Informative

    DirectX is graphics, input, sound and peripherals interaction.

    Opengl can only handle the graphics portion of a game, everything else needs other products. The unified nature of DirectX makes it superior in many ways.

    The only bad thing about is that in its pure form its Windows and Xbox only, if we don't count Wine.

    --
    A learning experience is one of those things that say, 'You know that thing you just did? Don't do that.' - D. Adams
    1. Re:what we have here is a misunderstanding by Kaeles · · Score: 1

      I would not say that directX is superior due to the stacks being tied together. Opengl allows you to decide what you want to use to implement all those features instead of trying to force bloated software on you. It also allows you to pick libraries that have been made by experts in the area the lib focuses on. For example, openal, clam, etc for sound and whatever else for whatever else you are doing.

    2. Re:what we have here is a misunderstanding by kiddygrinder · · Score: 1

      Sound is gone out of there, so it's just 3d networking, input and peripherals and networking. I don't know how many devs use dx networking but i'd *guess* most of them would roll their own, and sdl does a good job with peripherals and input on other platforms, so imho the extra stuff in dx isn't that much of a deal breaker for opengl.

      --
      This is a joke. I am joking. Joke joke joke.
    3. Re:what we have here is a misunderstanding by grahamd0 · · Score: 2, Insightful

      It also allows you to pick libraries that have been made by experts in the area the lib focuses on.

      Are you implying that Microsoft just throws whomever at the various portions of directx? The networking guy programs directsound, the sound guy programs directinput, the janitor programs direct3d? I don't generally stand up to defend MS, but I'm willing to bet that they have plenty of money and clout to get various experts to program their specs. And I know it's totally anecdotal, but most game developers I know or whose opinions I've read seem to feel that directx is a more intuitive and feature-rich platform.

    4. Re:what we have here is a misunderstanding by Anonymous Coward · · Score: 0

      ya, that's probably the reason why ddraw, dinput, dplay, dsound and dmusic are all deprecated. the reality is that all those apis always have been a poorly documented com mess they couldn't get right after all those iterations

    5. Re:what we have here is a misunderstanding by rbanffy · · Score: 1

      May I correct you.

      The integrated architecture of DirectX, encompassing graphics, input and audio, make it more adequate for games.

      If what you are doing is scientific visualization, you have pretty much no need for audio and little need for input. I also think many developers find it easier to program than OpenGL.

      OpenGL, from the start, was much more focused in visualization than gaming. Microsoft made DirectX because they needed a consistent API for game programmers.

      Obviously, the fact that it would allow them to screw all other workstation vendors that could do OpenGL better than Windows boxes but would never be able to implement DirectX without paying through their noses or being sued into oblivion did not stop them for even a second.

    6. Re:what we have here is a misunderstanding by grahamd0 · · Score: 1

      ya, that's probably the reason why ddraw, dinput, dplay, dsound and dmusic are all deprecated. the reality is that all those apis always have been a poorly documented com mess they couldn't get right after all those iterations

      I hope that if were writing APIs that you would deprecate your crappy old code too. It sounds like a sensible policy to me.

    7. Re:what we have here is a misunderstanding by LordMyren · · Score: 1

      What you have is a misunderstanding, a mis-understanding that anyone gives half a rat about some platform locked kitchen sink of a library that has no bearing on the Linux Mac or mobile world.

      Your much vaunted "many ways superior" unified platform recently switched over to using a standard spec, OpenAL, for audio.

    8. Re:what we have here is a misunderstanding by Kaeles · · Score: 1

      No I'm simply implying that MS doesn't have experts. I mean, look at the debacle that was vista, they couldn't even get their own networking stack right, and you are going to trust them to provide networking for a GAME? I mean, come on, in an environment that require optimal latencies and clean fast code, you would use MS's stuff ?

    9. Re:what we have here is a misunderstanding by grahamd0 · · Score: 1

      No, I wouldn't. I don't write desktop apps very often, and as a matter of principle I prefer to use cross-platform tools, even if they're proprietary.

      But it's been a long time since I've heard someone espouse OpenGL over DirectX based on it's technical merits or ease of use.

  20. Calm down by fobsta · · Score: 1

    When I was a student at SGI and OpenGL was replacing IrixGL? it was never pushed as cutting edge graphical porn. It was promoted as an easy to use, cross platform graphics language with emphasis on 3D apps that could also be used for games. Which it still is of course. Hands up I don't know what graphical advantages Direct3D has over OpenGL but I do know the games market probably doesn't care. PC games are dying on their arse. Witness the shrinking shelf space for PC games compared to the Wii in the Uk (I don't know about other countries). I have a hunch that OpenGL is good enough for Autodesk and good enough for most gamers.

    1. Re:Calm down by hr.wien · · Score: 4, Informative

      Thing is it's not even close to being easy to use anymore. Especially not if you're interested in performance.

      Because of the two decades of crud that has accumulated, there are so many ways of falling off the fast path in OGL, and it's next to impossible to know beforehand what will and will not work. Drivers are also a bitch to develop and maintain because of the size of the thing, which makes things even worse since what works on Nvidia may not work on ATI and vice versa.

      The only way to fix this is a good cleanup to bring it in line with modern hardware. What they did was add even more crud.

    2. Re:Calm down by mikael · · Score: 3, Insightful

      That would have been back in the mid to late 1990's. The Indy's (those flattish sparkly blue workstations) were the first to have a software implementation of OpenGL.

      OpenGL was designed primarily so that third party graphics card manufacturers could write device drivers compatibile with the CAD and scientific-visualisation markets. The developers didn't really care much about 3D sound, real-time physics engines or AI. All they needed was a GUI and one or more hardware accelerated 3D graphics contexts for applications to run. The most complicated lighting models at the time were smooth shaded textures geometry using point light sources.

      Now, modern game engines will be using multiple vertex and fragment shaders for things like relief mapping, occlusion mapping, reflection, refraction, BRDF, BTF, spherical harmonics, environment mapping, ambient shadow-mapping, real-time radiance, particle systems animated using textures and feed-back loops. Current research is attempting to include Computation Fluid Dynamics for animating dust around racing cars (EA), the use of Partial Differential Equations to synthesize the spots, stripes and spirals for virtual creatures (Spore), and that's just the visual part of the game. Then there is 3D surround sound, the physics (collision detection between animated characters, their environment, and everything else), along with multi-player network support (sockets).

      To make a PC game that sells, it is going to have the visual appeal that takes the graphics hardware to its full potential. This means having people experienced in all of these fields or having the budget to afford middleware. Only large companies can really do this now.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  21. That sux. by Jane+Q.+Public · · Score: 1

    Really. A lot of people depend on OpenGL.

    Rather than grousing about it, how can we make it better?

  22. OpenGL Not Really a DirectX Competitor by smist08 · · Score: 2, Interesting

    I never had the impression OpenGL was trying to be a games platform. I think there are two distinct 3D libraries needed. One for actuate rendering, where its ok to take several minutes (or days) to render an image, and then the games platforms. I would rather see OpenGL be mathematically correct and be a great rendering engine. Not a games engine. Then if we need a competitor to DirectX on Linux/Mac, maybe we could persuade Sony or Nintendo to open source their games engines. After all the PS3 and Wii are the main competitors to DirectX. Not sure what the chances are, but maybe open sourcing their environment would put more interest back into PS3 development (which really seems to be lacking).

    1. Re:OpenGL Not Really a DirectX Competitor by Anonymous Coward · · Score: 0

      PS3 uses OpenGL ES, so try again please, but thanks for playing.

      And maybe you should check out the Rage engine Carmack has going if you think GL isn't game-ready.

      Stop believing the MS FUD.

      If MS had not strong-armed the hardware community into going native Windows everything, and attempting the same with the 3-D market, openGL would be huge. It just took some time to get enough hardware vendors to accept a non - MS standard to where GL was a viable platform.

      thankyou and goodnight

    2. Re:OpenGL Not Really a DirectX Competitor by mdwh2 · · Score: 1

      Then if we need a competitor to DirectX on Linux/Mac, maybe we could persuade Sony or Nintendo to open source their games engines.

      DirectX and OpenGL are not "game engines", they are APIs to hardware. I'm not sure that whatever Sony/Nintendo use to access their console hardware is useful to access PC hardware, and you'd still have all the same problems of getting hardware manufacturers to support any new API by writing drivers (and that's assuming that Sony/Nintendo don't already use some form of OpenGL anyway).

    3. Re:OpenGL Not Really a DirectX Competitor by pavon · · Score: 1

      I would rather see OpenGL be mathematically correct and be a great rendering engine.

      OpenGL is not and never has been those things. There are no requirements detailing the exact rendering of a scene, and different implementations have always varied significantly in their output. I don't know of any final scene renderer that has ever used OpenGL. Most are software renderers, and those that do use hardware acceleration use hardware specific APIs like CUDA, which are deterministic, unlike OpenGL.

    4. Re:OpenGL Not Really a DirectX Competitor by Anonymous Coward · · Score: 0

      Hum... i get that you have no idea about direct3D's or OpenGL's history from that post of yours, nor do you have any knowledge of carmacks comments besides the fact that he still uses opengl. As much as i hate ms and their crappy programs (office 2007, vista, etc) direct3D is way superior to opengl nowadays, carmack himself has said so, maybe you should check your stuff before accusing someone of spreading fud, since in this case, you're the one doing it.

      Oh and PS3 doesn't use OpenGL ES, it "supports" opengl ES. nobody uses it since it's inefficient compared to the native library libgcm or something like that. Maybe you should try reading other comments on this page before making a fool of yourself.

      thankyou and goodnight.

  23. The Chicken and the Egg by westlake · · Score: 5, Informative
    Hopefully as Linux...continue to get better and become more "newbie" friendly; it will become interesting for more companies to invest in Linux versions of their games.
    .

    Vista is approaching 20% of the market. Top Operating System Share Trend You can't expect expect Linux ports if entry level DX9l/DX10 outperforms OGL.

    1. Re:The Chicken and the Egg by Enderandrew · · Score: 2, Insightful

      Is that counting sales of Vista licenses, or people actually using Vista?

      Plenty of people are buying computers with Vista and switching to another OS, or downgrading to XP.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    2. Re:The Chicken and the Egg by Anonymous Coward · · Score: 5, Informative

      That's measured from visitors to thousands of sites, including many large mainstream websites. So that'd be computers in use, not licenses sold. Yep, Vista adoption is going even better than XP's did back in 2001, and no, not everyone gets rid of Vista for XP (I'm very happy with upgrading from XP to Vista myself -- no plans on ever downgrading to XP). Not that anyone here would admit to that...

    3. Re:The Chicken and the Egg by Anonymous Coward · · Score: 4, Insightful

      Plenty of people are buying computers with Vista and switching to another OS, or downgrading to XP.

      I wouldn't call it a downgrade.

    4. Re:The Chicken and the Egg by cheater512 · · Score: 2, Insightful

      How do you get 20% out of 16.9%?

      On some of my sites (very generic, non-tech orientated) Linux is hitting a very respectable 5.6% of all traffic.
      So Vista is doing appallingly considering its on all new computers.

    5. Re:The Chicken and the Egg by AmberBlackCat · · Score: 2, Interesting

      I have two friends so far who have been unable to go from Vista back to XP because their new computers came with serial ata drive controllers and their XP discs don't have the drivers. It effectively kept them using Vista even though they couldn't run all of their favorite software, because losing hardware was an even bigger deal. I'm thinking this scenario will ultimately cause Vista to become popular. Oddly enough, I know another person who bought a new phone because there was no Vista driver for her old phone. Hmmm.

    6. Re:The Chicken and the Egg by Assmasher · · Score: 4, Insightful

      Does that count the people who've pirated Vista and run it?

      I've always found it sad that people have to bandwagon things like operating systems. I mean, take Irix for example. It's possibly the worst, most unstable operating system in history (through its lifetime) and I had to suffer with it for years, but you don't read about people bashing it because it's *nix. I don't care too much about Vista. I don't care too much about any flavor of *nix either. It's all a toolbox and people pretending otherwise have agendas that range from personal to political and monetary issues. Now I must admit I have a proclivity for laughing at Windows ME (how'd that ever get released? LOL)

      --
      Loading...
    7. Re:The Chicken and the Egg by Enderandrew · · Score: 1

      I think Vista is worse than ME personally. The interface took several steps back. I have to jump through unnecessary hoops to find dialogs. The OS not only is unstable, and provides serious driver issues, but it runs like a dog. ME had tons of crashes, but Vista just annoys me. UAC drives me up the wall.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    8. Re:The Chicken and the Egg by Enderandrew · · Score: 1

      You can slipstream the SATA drivers into an XP CD.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    9. Re:The Chicken and the Egg by Mr+Z · · Score: 1

      Or if you want to be low tech, borrow a floppy drive.

    10. Re:The Chicken and the Egg by Alpha830RulZ · · Score: 1

      That's where I'm at. My new $600 living room laptop can't load XP due to the drivers, and Ubuntu/Madwifi doesn't work with the wireless. So I have one, count it, one, POS Vista machine in the house.

      --
      I was taught to respect my elders. The trouble is, it's getting harder and harder to find some.
    11. Re:The Chicken and the Egg by Alpha830RulZ · · Score: 1

      I'll agree with you on it's canine nature, but once Toshiba updated it's motherboard drivers, I have to say that Vista has been very stable, perhaps more so even than XP Pro. UAC is annoying, but it's doing what we said we wanted windows to do, which is to implement application security.

      --
      I was taught to respect my elders. The trouble is, it's getting harder and harder to find some.
    12. Re:The Chicken and the Egg by demachina · · Score: 1

      I recently bought a Dell XPS 630, yes their customer support is still in India and still sucks, but it was an OK price for an OK game system and didn't want to build myself. On the website I clicked I wanted to configure it with XP but everything from that point on said it was a Vista and nothing but vista. I was resigned to that and was going to buy XP myself if Vista sucked. I was jazzed when the machine came with Windows XP installed, and with Vista CD's but not installed.

      You kinda wonder if the big name vendors are telling Microsoft they are delivering with Vista, and they are shipping Vista CD's, but are installing XP because that's what people want.

      --
      @de_machina
    13. Re:The Chicken and the Egg by sumdumass · · Score: 2, Informative

      I can't believe you are the obvious one to this discussion. I'm not dogging you in the least. I'm saying that floppies should have never been removed from the computers.

      I build systems and always spec a floppy drive, I have a few colleges that seem to skip out on them and nothing makes me more pissed off then doing a 11:00pm service call that ends up in a 3 am hunt for a floppy because something needs done to the boot sector or the bios needs flashed after a windows update made something previously stable too unstable to boot the OS. There are other times like when whatever problem stops access to the CDrom drives and you need to transfer a small file. Of course the network is out because generally when that happens, it is due to a virus infection or some other malware (Winantivirus2008). Floppies should never be skipped out on. And when a tech claims they aren't needed, that tech either isn't exposed to the abuses of idiots working on them or they don't fix the problem but just reimage the drive which can lead to another can of worms.

    14. Re:The Chicken and the Egg by Swiper · · Score: 1

      I absolutely agree. At first I thought "hmm, looks nice, not bad" Then I noticed how slow it was copying stuff over the network and downloading files over the web, not happy. Then I saw how obfuscated the way to any settings has become. Second not happy. Yesterday I rearranged the startup menu: For every single operation I did it asked me twice if I really wanted to......aaaargghh Then my wife looked at it (she doesn't get on well with computers, but could use the previous laptop(XP and Ubuntu), thought a while and said "I don't like it" :-) Today I try ubuntu on it. (Why of why does a basic Vista install with a few programs use up 40GB ????!!!???!!??!)

      --
      ~We demand rigidly defined areas of uncertainty~
    15. Re:The Chicken and the Egg by ozmanjusri · · Score: 4, Informative
      Vista adoption is going even better than XP's did back in 2001

      Really? Perhaps if you're using Excel on a Pentium II for your calcs...

      XP hit 20% of the market in less than a year, and was at 40% by the 24 month mark.

      Vista was released in November 06, and in august '08 is still below 20%. It might make that 20% share by November, 24 months after it was released.

      That's a dismal performance by any standards, but for a monopoly OS that was seven years in development, it's an astonishing failure.

      --
      "I've got more toys than Teruhisa Kitahara."
    16. Re:The Chicken and the Egg by hairyfeet · · Score: 4, Informative

      For you and the other user stuck on Vista due to lack of drivers for XP, here is the fix,from your friendly neighborhood PC repairman. I have used this tool more times than I can count to get around the no drivers bug. It is so simple I let my 15 year old make his own restore disc with it so he could have his own custom themes and apps.

      The best part is it makes unattended OS install discs beyond simple. You can have it install the graphics drivers,set default screen resolution to your LCD,integrate SP3,and it even supports XPize which gets rid of the ugly 9X icons in XP. It literally makes building a custom unattended Win2K/2K3/XP CD a "clicky clicky next next next" event. So enjoy,the hairyfeet has you covered(and isn't THAT a disturbing image).

      --
      ACs don't waste your time replying, your posts are never seen by me.
    17. Re:The Chicken and the Egg by registrar · · Score: 4, Insightful

      I wouldn't call it a downgrade.

      Perhaps a "retrograde to XP"? Sounds kinda hip.

    18. Re:The Chicken and the Egg by PietjeJantje · · Score: 1

      It's all a toolbox and people pretending otherwise have agendas that range from personal to political and monetary issues.

      Hey man, I think you've managed to take away the difference between all multiform products by rendering valid reasons for product diversification as irrelevant.

      Ferrari or Skoda - It's all a transportation vehicle and people pretending otherwise have agendas that range from personal to political and monetary issues.

      Caviar and spam - Just the same thing and people pretending otherwise have agendas that range from personal to political and monetary issues.

      Roseanne Barr, Gisele Bundchen, both women...

    19. Re:The Chicken and the Egg by Anonymous Coward · · Score: 3, Informative

      I can't believe you are the obvious one to this discussion. I'm not dogging you in the least. I'm saying that floppies should have never been removed from the computers.

      I build systems and always spec a floppy drive, I have a few colleges that seem to skip out on them and nothing makes me more pissed off then doing a 11:00pm service call that ends up in a 3 am hunt for a floppy because something needs done to the boot sector or the bios needs flashed after a windows update made something previously stable too unstable to boot the OS. There are other times like when whatever problem stops access to the CDrom drives and you need to transfer a small file. Of course the network is out because generally when that happens, it is due to a virus infection or some other malware (Winantivirus2008). Floppies should never be skipped out on. And when a tech claims they aren't needed, that tech either isn't exposed to the abuses of idiots working on them or they don't fix the problem but just reimage the drive which can lead to another can of worms.

      Don't you have like... an USB stick? You DO know that modern computers can boot from them, etc.? The reason we gave up floppies isn't because the need for what they were good for would have disappeared. It is because something a lot better in a dozen ways came up. Sure, floppy drives are good for older computers but they do have them already.

      I haven't had a floppy drive in five years and haven't needed one a single time during that. During that time I've actively used three desktop computers (2 of my own and 1 at work) and two laptops (one at work and one personal). I've done a lot of tweaking around with everything possible and can't imagine a single use for floppies that USB sticks wouldn't be just as good for.

    20. Re:The Chicken and the Egg by Anonymous Coward · · Score: 0

      That's because you're a FUD-pushing troll.

    21. Re:The Chicken and the Egg by mirkob · · Score: 1

      do not forget a linux rescue disk (floppy, CD or DVD) :)

      it could transfer file, reset a bad disk and much more...

    22. Re:The Chicken and the Egg by MrHanky · · Score: 1

      Funny you should say that. The only OS fans I've seen that are even worse than BSD, Amiga, Slackware and Mac zealots put together are the SGI zealots. Asking for help putting Linux on an SGI box in the comp.sys.sgi hierarchy used to be a failsafe way to get flamed to ashes, allegedly via email as well. Their enlightened reasoning was usually that "Linux will turn the SGI box into a PC".

      Of course, getting hold of an updated version of Irix is next to impossible if you aren't a big corporation.

    23. Re:The Chicken and the Egg by Chris+Mattern · · Score: 1

      Exactly. According to Microsoft sales, every PC they've sold the place where I work for the last six months or so was a Vista box. Every last one of them runs XP. And we're not a small shop.

    24. Re:The Chicken and the Egg by Chris+Mattern · · Score: 1

      UAC is annoying, but it's doing what we said we wanted windows to do, which is to implement application security.

      UAC isn't implementing application security. It's giving Microsoft a way to blame the user for his security breaches, because he either OK'd the access (as the interface trains you to automatically click OK on all the myriad dialog boxes) or because he disabled UAC (as you get sick of automatically clicking OK on all the myriad dialog boxes).

    25. Re:The Chicken and the Egg by drsmithy · · Score: 2, Interesting

      XP hit 20% of the market in less than a year, and was at 40% by the 24 month mark.

      XP was a major upgrade (especially from the ignorant end-user perspective) over the existing Windows 98, Vista is not.

      That's a dismal performance by any standards, but for a monopoly OS that was seven years in development, it's an astonishing failure.

      The only people who think Vista should be storming the market, are those who take some sort of perverse pleasure highlighting that it is not doing so. Everyone else understands that it will be a gradual process of attrition.

    26. Re:The Chicken and the Egg by drsmithy · · Score: 1

      UAC isn't implementing application security. It's giving Microsoft a way to blame the user for his security breaches, because he either OK'd the access (as the interface trains you to automatically click OK on all the myriad dialog boxes) or because he disabled UAC (as you get sick of automatically clicking OK on all the myriad dialog boxes).

      That's because it is the user's fault.

      UAC is doing exactly the same thing sudo, et al, does. Facilitating on-demand elevation of privilege.

    27. Re:The Chicken and the Egg by drsmithy · · Score: 1

      The interface took several steps back. I have to jump through unnecessary hoops to find dialogs.

      For example ?

    28. Re:The Chicken and the Egg by Anonymous Coward · · Score: 1, Informative

      You're completely wrong:

      Windows XP adoption was below 10% (according to some) for the first year (Vista's being around 15%). It certainly wasn't anywhere near 20%. See Ed Bott's Windows adoption rates: a history lesson

      But hey, this is /. so you get modded +5 for bashing Vista, even if it's factually wrong, and revisionist history. Yep, XP is the real failure here when you look at the adoption rate.

    29. Re:The Chicken and the Egg by Pvt_Ryan · · Score: 1

      Everyone knows that 98.9254% of all statistics are made up.

    30. Re:The Chicken and the Egg by Berzelius · · Score: 1

      I find the new control panel of Vista really terrible. Although many people didn't like the one of XP, I think that one at least diminished the clutter.

    31. Re:The Chicken and the Egg by Cuppa+'Joe'+Black · · Score: 1

      people pretending otherwise have agendas that range from personal to political and monetary issues.

      I admit to having monetary issues.

      --
      Technically, murder-suicide does not violate the golden rule.
    32. Re:The Chicken and the Egg by ozmanjusri · · Score: 0, Troll
      See Ed Bott's Windows adoption rates: a history lesson [zdnet.com]

      You're seriously quoting Bott? He'll write whatever his owners in Redmond tell him to.

      In this case, he's distorting the truth to make Vista adoption rates look better. Read what he writes carefully. None of it is actually untrue, at least as far as I know, but none actually supports the premise of his conclusion either.

      It's all smoke and mirrors, folks.

      --
      "I've got more toys than Teruhisa Kitahara."
    33. Re:The Chicken and the Egg by mc900ftjesus · · Score: 1

      You're having driver problems. I bought good hardware and have never had a driver issue. Granted, I don't see any value in Vista that XP didn't have. Vista needed to be much faster than XP, but it's not because MS needed to push DX10 and there wasn't much low-end hardware to support it at release so it runs like crap on old hardware.

      In the next year Vista will hit its stride as cheaper hardware will handle it. Then we'll all sit around and hate on the next version of Windows.

    34. Re:The Chicken and the Egg by mc900ftjesus · · Score: 1

      You're lying. The network/file copy issues are resolved in SP1. Your English is also crap, not like "I'm learning English" but more like "I'm and uneducated American."

    35. Re:The Chicken and the Egg by Enderandrew · · Score: 1

      I'd recommend openSUSE with KDE 3 over Ubuntu, but that is just me. I don't like Ubuntu, and I don't like Gnome. KDE 4.1 is getting pretty close if you want to hunt down a KDE 4.1 LiveCD.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    36. Re:The Chicken and the Egg by robthebloke · · Score: 1

      one word. nLite.

    37. Re:The Chicken and the Egg by Enderandrew · · Score: 1

      The IT department just got beefy, dual-core laptops with 4 gigs of RAM and they still are noticeably sluggish with Vista. However, they are really fast and snappy with XP. As you noted, Vista doesn't seem to offer any real advantage over XP.

      Vista becomes tolerable if you through enough hardware at it, but why would you want to spend a bunch of money just to kill system performance with your OS?

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    38. Re:The Chicken and the Egg by petermgreen · · Score: 1

      Afaict if you change the sata mode in the bios to legacy then XP will usually install without needing to bother with stuff like slipstreaming or the f6 floppy.

      You may lose some sata ports and things like sata hotplugging ability this way but for most machines that isn't a problem.

      --
      note: i'm known as plugwash most places but i screwd up registering that here somehow in the past and now can't register
    39. Re:The Chicken and the Egg by Narpak · · Score: 2, Interesting

      I think maybe this is also somewhat related to the fact that the release of XP coincided with a large wave of people buying computers for the first time; or upgrading older hardware. At this point even computers a few years old running XP will take care of most peoples needs. My mom for instance use her computer for Netbank services, Airplane Tickets, eMail, and some writing (she is a teacher). After buying a computer running XP a few years back she really haven't seen any need to upgrade. Unless something significant happen she will use her computer until it fails for technical reasons.

      This same principle goes for friends of my mom to; I asked them about this. They will use their computer until it breaks down before they buy a new one. What they need is covered by XP, and they does not feel justified in buying a new computer until it is essential.

      Of course there are many factors involved; but I do believe that many people bought computers during the "XP era" because they needed to. As XP was the only alternative available pre-installed (for a lot of buyers at least).

      If/When open source OS arrives at a point where it is easy to setup, and gives you all the basic functions you need. There is no doubt in my mind it will become more viable and more popular. Over the next years and decades I believe free software products will come to dominate certain functions; operating systems, browsers and word processors. Simply because it is hard to justify the price tag on such products when free alternatives are available and getting better and better.

      With ODF becoming standard for official documents in certain European countries, and several ministers now speaking out for adopting Open Standards and Software in administration; I am certain the OS market will continue to break away from MicroSoft control. If nothing else, using Open Source software gives National Security Advisers a bit more peace of mind. I know personnel within the Norwegian military that would be very happy if they could scan the code for all the software they use. But I digress as I often do.

      Point was simply the entire marked grew during after the release of XP, it is not growing quite so much these days (and in not quite the same way).

    40. Re:The Chicken and the Egg by TheRaven64 · · Score: 1

      One of the big reasons for not moving from Irix to Linux (or *BSD) was that you lost accelerated indirect GLX. Irix machines were doing this for well over a decade, and it allowed you to run GLX applications remotely but still benefit from local 3D acceleration. With the latest X.org releases, this is now supported pretty much everywhere, so it's one less reason to stick with Irix. Sun are, I think, still the only UNIX vendor to ship an implementation of the XDPS (Display Postscript on X11), which makes Solaris the only choice for running a few old DTP apps if you don't have a NeXT cube lying around. With SGI, the kernel was never much of a selling point (unless you were on a big NUMA box), but the X server was.

      --
      I am TheRaven on Soylent News
    41. Re:The Chicken and the Egg by skeeto · · Score: 1

      I mean, take Irix for example. It's possibly the worst, most unstable operating system in history (through its lifetime) and I had to suffer with it for years

      I am forced to agree. My old workplace used SGIs for simulations, so I got my share of suffering through Irix. It was the worst operating system I ever had to use. I actually felt less productive on it than I do in Windows.

    42. Re:The Chicken and the Egg by Computershack · · Score: 1
      *yawn*

      BULLSHIT

      --
      I only please one person per day. Today is not your day. Tomorrow isn't looking good either. - Scott Adams
    43. Re:The Chicken and the Egg by DisKurzion · · Score: 1

      That's not the problem he's referring to.

      I also have a new $600 laptop that came preloaded with Vista. The manufacturer does not provide XP drivers. Does this ISO builder automagically turn Vista drivers into XP drivers? No?

      Guess I'm stuck using Vista until then.

    44. Re:The Chicken and the Egg by Alpha830RulZ · · Score: 1

      Excuse my ignorance. Is this referring to packaging the Vista drivers into an XP distro?

      --
      I was taught to respect my elders. The trouble is, it's getting harder and harder to find some.
    45. Re:The Chicken and the Egg by Skjellifetti · · Score: 1

      Everyone else understands that it will be a gradual process of attrition.

      Everyone except their shareholders.

    46. Re:The Chicken and the Egg by Alpha830RulZ · · Score: 1

      UAC does exactly what we want it to do. It allows the OS to lock down it's configuration, and prevents programs from altering the configuration without the user's knowledge. If the user clicks OK, then the user has been informed of the virus trying to install itself, and the OS has done it's job, which is to prevent the access until approved.

      I don't know where people get the "myriad dialogue boxes" stuff. I get a dialogue box when I try to install software. Period. Well, that's exactly when I want to see this, and UAC is rather less troublesome than the popup that Linux presents for the root password, since it can be addressed with the mouse, rather than the keyboard.

      Linux, OTOH, will happily install a package under the current UID without alerting the user, and then blissfully wait until the package is run by root, pwning your machine.

      I'm no fan of Vista, but get real.

      --
      I was taught to respect my elders. The trouble is, it's getting harder and harder to find some.
    47. Re:The Chicken and the Egg by Simon+Brooke · · Score: 1

      You're lying. The network/file copy issues are resolved in SP1. Your English is also crap, not like "I'm learning English" but more like "I'm and uneducated American."

      My, my, grammar flames. You need to be careful with those.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    48. Re:The Chicken and the Egg by Anonymous Coward · · Score: 0

      Except, he quotes other reliable sources for the adoption figures. Perhaps you're gonna claim Gates tells all those people to write whatever they tell them to? Yeah OK...

      It's the Vista bashers who like to bend the truth, because it doesn't fit their mentality.

      But I don't care, wait a couple years, and you'll see half the PCs out there running Vista regardless :) It's happening whether they want it or not.

    49. Re:The Chicken and the Egg by podperson · · Score: 1

      Plenty of people bashed on IRIX. It was an industry joke (back when a GB was a LOT of memory it was famed for leaking 512MB of RAM per day with nothing on but a screensaver).

    50. Re:The Chicken and the Egg by the_womble · · Score: 1

      here is the fix [softpedia.com],from your friendly neighborhood PC repairman.

      Amazing! I thought the only fix a neighbourhood repairman did was reinstall Windows.

      That said I was recently asked by someone where he could get his technicians Linux training, so there is hope.

    51. Re:The Chicken and the Egg by hairyfeet · · Score: 1

      Actually most computers are made with bog standard parts,the PC manufacturer simply doesn't package them for one OS or another because they don't want to support multiple Operating Systems for a piece of hardware. Simply use this tool to find out what the hardware ID is for the "no driver" piece and then download the driver from another source. If you would like an example,working repair shop I have found many laptops with "no driver" for sound,yet when I look at the hardware ID I find that it is almost always based on either the Realtek AC'97 or the Sigmatek sound chip. Then I simply take a Realtek or Sigmatek driver for XP from another site and voila! The "no driver" hardware magically works.

      It is extremely rare to find anything truly proprietary anymore,they simply don't bother to package the drivers on the website. That way when you go around it they can ignore you if you need support. But I've been doing this for more years than I care to admit and so far,knock on wood,I haven't found a machine with hardware I couldn't find a driver for. Now getting a Compaq Mobo with all their proprietary hardware connectors into a new case is another story,but laptops are usually pretty easy once you have the hardware ID.

      So if I was in your position I would make a disk image using Acronis(in case you need to send it back for warranty repairs or if you decide you want to go back to Vista at a later date) then download drivers matching the hardware IDs of your "unsupported" hardware. Usually I find a generic driver or barring that one from Acer or HP for similar hardware works best. Simply use the ISO builder to incorporate your drivers and make an unattended. Since you have the disk image you don't have to worry about anything going wrong and leaving you stranded,and if you guess wrong the first time as far as drivers go you can simply try again with another blank CD. Or you can add several drivers onto a folder on the CD and install them after OS installation,your call. But I have done it enough times to know that it works. But as always this is my 02c,YMMV

      --
      ACs don't waste your time replying, your posts are never seen by me.
    52. Re:The Chicken and the Egg by sumdumass · · Score: 1

      Don't you have like... an USB stick? You DO know that modern computers can boot from them, etc.? The reason we gave up floppies isn't because the need for what they were good for would have disappeared. It is because something a lot better in a dozen ways came up. Sure, floppy drives are good for older computers but they do have them already.

      I haven't had a floppy drive in five years and haven't needed one a single time during that. During that time I've actively used three desktop computers (2 of my own and 1 at work) and two laptops (one at work and one personal). I've done a lot of tweaking around with everything possible and can't imagine a single use for floppies that USB sticks wouldn't be just as good for.

      And as I said, your simply not doing high volumes of tech support like I am or instead of fixing the problems, your reinstalling or reimaging the drives. Managing your mom's network or you own little world of computer doesn't negate any needs for a floppy that might have arisen.

      As the the USB memory stick, no, it isn't always practical. There are several reasons which is probably going to go over your head but USB boot disks and USB stick used as floppies simply don't have the capabilities like the older floppies do. Not all computers without floppy drives will boot to a USB stick, often you end up lacking NTFS support, the ms XP start up disks don't accurately load on the USB sticks and Microsoft provides no support for it outside of floppies or the original CD, and more appropriately to this thread, the windows XP setup CD will not accept a USB stick for SATA or Raid or Any Other drivers during the setup. You cannot even use the USB stick to reinstall the registry from an ERD or anything. While USB memory sticks can supplant some of what the floppy can do, it is not a complete substitute and probably will never be one.

      You also need to understand that the push to remove Floppies came around before booting from USB was a normal reality. I wouldn't consider a 2 year old computer and old computer. Especially when the SATA chips and so on are don't have native support on the XP CDs (service pack 1)that were produces as little as 2-3 years ago. Windows XP sp2 which seems to have decent SATA support wasn't released until August of 2004 which makes it 4 years old this month. It took a few months later to even get it already on the CD and then you had to look for it. A three year old dual core x86-64 processor with a PCIE main board isn't an old computer by any standards either. Yet with a period windows CD, you won't be able to install the OS without a Floppy or a slipstreamed CD. Imaging the drive negates the need for a floppy until something happens and you don't have access to that image (Dell).

    53. Re:The Chicken and the Egg by Big+Boss · · Score: 1

      To each their own I guess. I haven't used (or wanted) a floppy drive in 5 years or so. I have bootable CDs and USB-Flash drives now that do the same exact thing, faster, and more reliably than floppies did. Every mobo/BIOS I've used in that time frame had working CD and USB Mass Storage booting. And I was one of the last people I knew to ditch the floppies. I can't imagine using one today.

      If I work on someone else's box, I bring my laptop, boot CDs and flash drive. If I need something they don't have, I use the laptop to get it and put it on some media (usually flash) and use it to fix the problem. Lately, I even have internet access via cell tethering so I can get stuff even if their internet connection is so hosed I can't use my laptop to get online via their connection.

    54. Re:The Chicken and the Egg by Mr+Z · · Score: 1

      The Windows XP installer won't read from it. You *can* however tell the Windows XP CD-ROM installer to read SATA drivers from a floppy. Trust me, I was there a mere month ago with my wife's computer when we had to install the SATA drivers.

    55. Re:The Chicken and the Egg by Fallingcow · · Score: 1

      Same here. Wife's got the same problem, but she lucked out and I was able (with several hours of searching) to get hers 99% functional under XP (special laptop function buttons still don't work).

      I tried it with mine, spent two days on it, and STILL didn't have any goddamned audio, along with a host of more minor problems, and since the only reason I would want Windows on my laptop at all is for games and occasional video editing (I do almost all of my real work in Linux) the no-audio thing was unacceptable.

    56. Re:The Chicken and the Egg by VisceralLogic · · Score: 1

      That's a dismal performance by any standard

      Shoot, I'd be happy if I released software and had 20% of the market in 2 years.

      --
      Stop! Dremel time!
    57. Re:The Chicken and the Egg by HermMunster · · Score: 1

      Yes, Ed Bott is Microsoft's Fox News of the Whitehouse.

      --
      You can lead a man with reason but you can't make him think.
    58. Re:The Chicken and the Egg by seraph1m · · Score: 1

      Take a look into slipstreaming. You can create an XP installer with SATA support without requiring a floppy disc.

    59. Re:The Chicken and the Egg by EpsCylonB · · Score: 1

      Linux, OTOH, will happily install a package under the current UID without alerting the user, and then blissfully wait until the package is run by root, pwning your machine.

      which distro of linux does that ?

    60. Re:The Chicken and the Egg by sumdumass · · Score: 1

      To each their own I guess. I haven't used (or wanted) a floppy drive in 5 years or so. I have bootable CDs and USB-Flash drives now that do the same exact thing, faster, and more reliably than floppies did.

      I don't know why you think they do the exact same thing. They don't. I just listed two scenarios where a CD or a USB stick doesn't do the same thing. Your NOT going to get it to work to install additional drivers durring an XP install and your NOT going to get it to work restoring systems settings or something from an ERD on any version of windows. They DO NOT do the same things. They might do the things you need them to do but that isn't the same thing just like turkey and chicken aren't the same thing. When you find that out in the field, the 1 or 2 hours at $95 an hour on site fees just became another 2 hours at $75 an hour shop time plus another hour to replace the system on site. A $20 floppy drive will save a customer close to $200 if the need for it ever arises.

      Every mobo/BIOS I've used in that time frame had working CD and USB Mass Storage booting. And I was one of the last people I knew to ditch the floppies. I can't imagine using one today.

      Big deal, you obviously haven't used to many of them and you definitely haven't had to fool with XP or 2000 in a critical yet constructive way. Again, all you can say is that you haven't seen the need for a floppy. Not that they aren't needed.

      If I work on someone else's box, I bring my laptop, boot CDs and flash drive. If I need something they don't have, I use the laptop to get it and put it on some media (usually flash) and use it to fix the problem. Lately, I even have internet access via cell tethering so I can get stuff even if their internet connection is so hosed I can't use my laptop to get online via their connection.

      Again, while that is great and time saving and all, it still doesn't negate the need for a floppy in certain circumstances. I've recently seen a laptop that was hosed so bad that you couldn't open anything to get access to any of the drives. You have to go into the recovery console and copy the files from there then edit an autoexec or wininit file in order to get access to it once the laptop was booted. About three different Trojans and a root kit had attached itself to th logon files so they were running and hiding by the time windows booted. The system didn't come with a recovery CD, the User failed to make the backup medium, had files that weren't backed up stuck in an encrypted folder that needed to be recovered before anything was completely hosed. You can't boot into the recovery console if it isn't installed without a floppy or the correct windows CD. And yes, it complained that other XP CDs were different versions when accessing the recovery console and rebooted the computer so they were useless.

      There is the third instance that only a floppy would work. And again, there is a situation that would add about $200 to the bill for saving $20 on a floppy drive. Because you haven't needed one doesn't mean they aren't needed. Your probably not even remotely close to the tech support we have to give to idiots who think like you. Actually, their not having backups stems from the same line of reasoning. Well, I used to do backups but then I never needed to use them so I stopped. And I tell them exactly what I told you, just because you haven't needed to use them doesn't mean there isn't a need for them. And just like with backups, it is only when your into trouble that you realize you need them. IF you don't need a floppy because you haven't had to use one, then fine, just don't get into the situations other get into or you will find that a $20 investment will save a ton of money.

    61. Re:The Chicken and the Egg by xenn · · Score: 1

      nice work. thanks for the laughs.

    62. Re:The Chicken and the Egg by tyrione · · Score: 1

      One of the big reasons for not moving from Irix to Linux (or *BSD) was that you lost accelerated indirect GLX. Irix machines were doing this for well over a decade, and it allowed you to run GLX applications remotely but still benefit from local 3D acceleration. With the latest X.org releases, this is now supported pretty much everywhere, so it's one less reason to stick with Irix. Sun are, I think, still the only UNIX vendor to ship an implementation of the XDPS (Display Postscript on X11), which makes Solaris the only choice for running a few old DTP apps if you don't have a NeXT cube lying around. With SGI, the kernel was never much of a selling point (unless you were on a big NUMA box), but the X server was.

      You're correct and damn those NeXT Turbo Color Slabs or Turbo Color Cube with the temperamental Dimension boards were works of art.

      It was a joy working on them.

    63. Re:The Chicken and the Egg by sumdumass · · Score: 1

      Dude, take that earlier post with a grain of salt and good temper. I thought you were another guy I was already talking to and took your post in a light that you were repeating something I already replied to. I was probably unnecessarily harsh after seeming like I was repeating myself from another thread.

    64. Re:The Chicken and the Egg by TheRaven64 · · Score: 1

      You might be interested in Etoile (excuse the lack of accents - Slashdot eats them). We are building a spiritual successor to OPENSTEP.

      --
      I am TheRaven on Soylent News
    65. Re:The Chicken and the Egg by Anonymous Coward · · Score: 0

      As far as XP installs, you should get a disk that's more recent than SP1. Those have drivers for lots of SCSI devices you'll find in consumer and business PCs, meaning that you'll probably never need to worry with loading SATA drivers with F6.

    66. Re:The Chicken and the Egg by Anonymous Coward · · Score: 0

      Turn off Aero. Snappiness restored.

    67. Re:The Chicken and the Egg by sumdumass · · Score: 1

      Are you actually suggesting that someone should spend $99 to $299 in order to buy a new XP disc with updates drivers when a $20 dollar floppy drive and a recycled floppy disk would suffice?

      Are you spending your money or your parents? And yes, BTW, newer SATA devices still need a driver loaded during the setup with SP2 and the more recent SP3. Some of it will depend on if your using the raid or not, some of it will depend on the chip version and so on. Sure, you can slipstream a CD provided that you have access to it after the OS is loaded and before there is a problem.

    68. Re:The Chicken and the Egg by Spacelem · · Score: 1

      I've had that problem. It's fairly easy to slipstream SATA drivers onto the WinXP install disc (the guide is the first item on a google search for "XP SATA install"), but on modern motherboards you can tell the BIOS to emulate IDE for SATA drives, and then it just reports the drives as PATA to the XP disc, go ahead and install.

      Admittedly, neither option is trivial, but then what is?

    69. Re:The Chicken and the Egg by hairyfeet · · Score: 1

      Download and run SIW which will give you the hardware ID. I have run into this EXACT same problem a million times at the shop so I'll walk you through it,okay? You see,nearly all laptops are running sound chips based on either the Sigmatel or Realtek sound chips. Now the generic Sigmatel and Realtek sound chips will work just fine,they just don't give them to you because it is cheaper for them to only support one OS.

      Now the special function buttons are major PITA,but I CAN give you a way to get the roughly same functionality using different keys. Download Keydemon which will allow you to remap the F6-F12 keys to any function you want. You can then use these to bypass the funky keys. I hope this helps,just remember that it is possible,as I have done it more times than I can count. But as always this is my 02c,YMMV

      --
      ACs don't waste your time replying, your posts are never seen by me.
    70. Re:The Chicken and the Egg by Anonymous Coward · · Score: 0

      Amen! I put a floppy in every rig I build.

    71. Re:The Chicken and the Egg by pha7boy · · Score: 1

      Plenty of people are buying computers with Vista and switching to another OS, or downgrading to XP.

      "Plenty of people" means nothing. You got real numbers there?

      --
      -- All this knowledge is giving me a raging brainer.
    72. Re:The Chicken and the Egg by Anonymous Coward · · Score: 0

      Are you actually suggesting that someone should spend $99 to $299 in order to buy a new XP disc with updates drivers when a $20 dollar floppy drive and a recycled floppy disk would suffice?

      They're not that hard to come by. If you do serious Windows dev or admin you will have access to one. If you don't, chances are you know someone you can borrow one from (the media, not the licence key). And even if you don't know anyone, you can slipstream one from what you have got, or get someone else to.

    73. Re:The Chicken and the Egg by Swiper · · Score: 1

      I don't mind you saying my english is crap, yours is no better, but I'm not an American, I'm a South-African (I never said I'm learning English, it's my mothertongue). I'm simply stating what my personal experience with Vista is/has been, and yes, I do have SP1 installed but I still have the impression any network handlings are damn slow. If you don't believe me then you're welcome to come and see for yourself, although given your manners I wouldn't actually let you into my house...

      --
      ~We demand rigidly defined areas of uncertainty~
  24. GL is doomed in the short-to-medium term... by Hortensia+Patel · · Score: 5, Informative

    ...and probably irrelevant in the longer term.

    This is not the first time this has happened. GL2 was also supposed to be a cleanup, but turned out to be anything but. This latest fiasco is more significant as a failure of governance than of technology. All the right ideas were there; they were published in some detail over a year ago in the Pipeline newsletters. But the ARB very obviously a) can't agree to get anything meaningful done, and b) now has subzero credibility with developers. It's not coming back from that.

    So yes, I think cutting-edge cross-platform 3D is dead for the next 2-3 years. Let's face it, it was never exactly healthy. It's not the end of the world. Linux share is currently growing mostly at the low end, netbooks etc, while the Mac seems to be thriving despite the fact that Apple doesn't give a flying fsck about gaming and never has.

    Fast forward a couple of years, though, and things like Larrabee will be hitting the market; embarrassingly parallel hardware that can be programmed with standard languages and tools. The API's role as gatekeeper of functionality will be gone. And suddenly, 3D rendering libs can be written by anyone with the time and expertise, without having to go through Microsoft or the ARB or NV or AMD/ATi or Intel or anyone. Experimentation, competition, cross-fertilization, evolution. Remember Outcast's voxel engine? Seen things like Anti-Grain? This will happen.

    (Or, yes, people could just reimplement the DXwhatever API directly, but that would be a little disappointing.)

    Today was not a good day, by any stretch of the imagination. But it's not the end.

    1. Re:GL is doomed in the short-to-medium term... by arghblubber · · Score: 1

      this was the best and most true post i have ever read on slashdot. thank you.

    2. Re:GL is doomed in the short-to-medium term... by FeepingCreature · · Score: 1

      Yes. God yes. Utter agreement.

    3. Re:GL is doomed in the short-to-medium term... by lnxpilot · · Score: 1

      We've heard this countless times.

      People really need to realize that:
      - OpenGL is still the ONLY really cross-platform 3D API
      - OpenGL is not only for games. It is used heavily from movie production to industrial design
      - Even within the game industry the PlayStation3 uses OpenGL

      DirectX is unlikely to ever appear on Mac, Linux and UNIX systems, so it's completely irrelevant to anyone outside of the (slowly sinking by market-share) Windows/XBox world.
      Even on Windows, many (most?) workstation apps use OpenGL.

    4. Re:GL is doomed in the short-to-medium term... by Hortensia+Patel · · Score: 1

      People really need to realize that:
      - OpenGL is still the ONLY really cross-platform 3D API

      Yes. That doesn't mean that it's any good by today's standards, or that many people will want to use it. The question is about "cutting-edge" crossplatform 3D. Archaic crufty obtuse painful unreliable buggy 3D is, I'll grant you, probably safe. Yay.

      - OpenGL is not only for games. It is used heavily from movie production to industrial design

      As above. Plus I doubt whether those niches are big enough to support robust works-anywhere consumer implementations all by themselves.

      - Even within the game industry the PlayStation3 uses OpenGL

      The PS3 supports something very like OpenGL ES, but it's not used much. Most devs target the native graphics API instead; I gather it's faster.

  25. DirectX 11 by Anonymous Coward · · Score: 2, Interesting

    DirectX 11.0 will be released on nVision 2008, 25-27 augusti.

    The OpenGL consortium had to release opengl now to be take the egde. Too bad it had to be "finished" in a hurry.

  26. Re:Hard to believe the new standards change anythi by Repossessed · · Score: 2, Informative

    ATI supports openGL, Intel added full support as well when they implemented DX10 (only one chipset has these so far iirc though).

    The apparent failure of OpenGL to provide a significant rival to DX10 sucks though, especially since the DX10 on Vista only might have provided game makers an incentive to jump ship in order to get bleeding edge graphics onto XP systems.

    --
    Liberte, Egalite, Fraternite (TM)
  27. What is wrong with OpenGL3.0? by Anonymous Coward · · Score: 0

    What is wrong with OpenGL3.0?. It has no objects?, that is all?. Comparing OpenGL3.0 with DirectX10 is like comparing apples and oranges. Do you mean Direct3D 10?. If you are a serious game developer targeting PS3 and other game consoles you already do not use D3D 10, because D3D 10 only works in Vista, and the Vista market is very small, most Windows users own XP yet. If you are a serious application developer (CAD/sim/etc), OpenGL is the way to go. Also XBox hardware is obsolete for next generation games (no standard harddisk, no blu-ray, no 1080p), Microsoft is not the future, but if you write your game using OpenGL, it will run in windows too.

  28. Double standards by marco.antonio.costa · · Score: 0

    Microsoft releases a bullshit new DX that only runs in Vista, so all games are 20% slower in it and everyone is happy.

    OpenGL dares not to completely rebuild itself, and people get furious, threaten to go to the proprietary, Vista-only load of horse shit.

    Ya, that's rational.

    --
    Send your spendthrift head of state this
    1. Re:Double standards by bigstrat2003 · · Score: 1

      Microsoft releases a bullshit new DX...

      I'm not a developer, but from the standpoint of a gamer it's hardly bullshit. I've seen some very nice comparisons (no, not from Microsoft) of DX9 vs DX10. Not everything is a leap forward, but some things do look prettier.

      so all games are 20% slower

      This isn't true at all. I game on Vista, sluggishness simply isn't an issue. I have, in fact, noticed no meaningful slowdown (40 FPS instead of 45 FPS... oooh, run for the hills!!!) running games on my machine in Vista compared to XP.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Double standards by marco.antonio.costa · · Score: 1

      Sorry, 13% then.

      --
      Send your spendthrift head of state this
    3. Re:Double standards by BadOPCode · · Score: 2, Insightful

      No DX10 _IS_ BS. If it was so great why not implement it into XP? To entice people to upgrade to Vista? Why are they working on a new rewrite for Windows 7 if DX10 is so hawt. And by the sound of things you won't be able to get DX11 unless you get Windows 7. Thats not exactly showing a lot of love for their users.
      Seems to me all modern day corporations are all just trying to screw over the consumer. Fan boys get it the worst.
      As far as prettier in DX10 vs DX9. I don't see it. Yes i've seen the before and after videos. I've stared at lots of jungle leaves. I see a subtle difference but nothing FAR superior. IMHO those who claim they see a night and day difference in DX10 is basically going along with the king's new clothes syndrome. If DX11 has ray-tracing in it than it will be far superior. If its more improved shading on jungle leaves I could give a flying f- less about it.

  29. the misunderstanding is yours by Anonymous Coward · · Score: 4, Informative

    That's an old perpetuated myth, that the value of D3D has anything to do with the satelite APis.

    Let's confront it with facts:

    - Direct3D is the absolutely dominant component of DirectX, in terms of received and deserved attention by users. As well as R&D effort by MSFT. It's the advancement of D3D that drives MSFT to release every next version of DirectX.

    - Each component of DX is a completely indepependent API, sharing only design convention. OpenGL games on Windows use DirectInput for input, perfectly ignoring Direct3D.

    - funnily, the satelite APIs are actually being phased out by MSFT. DirectPlay was always thoroughly ignored by the industry. For DirectSound and DirectInput there are replacement already. Not to mention the fate of hardware acceleration of DirectSound in Vista.

    D3D and DX are de facto interchangable terms. Get over it.

    Not handling sound/input by OpenGL is absolutely irrelevant in discussion about it's applicablity.

    1. Re:the misunderstanding is yours by kriston · · Score: 1

      That's right, and Microsoft even abandoned most of DirectX for Managed Code (.NET) for some reason. I wonder how much money was toiletted for that effort. That would have been cross-platform.

      Sorta.

      --

      Kriston

    2. Re:the misunderstanding is yours by Anonymous Coward · · Score: 0

      They didn't abandon Managed DirectX. I was just renamed to XNA and productized as a framework for developing games on Windows, XBox 360 and Zune.

      http://msdn.microsoft.com/en-us/xna/default.aspx

    3. Re:the misunderstanding is yours by I'm+Don+Giovanni · · Score: 1

      They didn't "abandon" managed Direct X. It still exists and is still supported. I think WorldWide Telescope uses it.

      What they did do was stop development of version 2.0 (it reached beta but that's it), because it became subsumed by XNA.

      --
      -- "I never gave these stories much credence." - HAL 9000
    4. Re:the misunderstanding is yours by kriston · · Score: 1

      Awesome, what version of DirectX do I need to download to use it?
      I needed to get some weird version of DirectX with a letter at the end of it to get the Direct Audio for managed code at all.

      Kriston

      --

      Kriston

    5. Re:the misunderstanding is yours by immcintosh · · Score: 1

      It's called XNA.

  30. OpenGL is NOT only games by janoc · · Score: 5, Insightful
    Folks, I do wonder when someone realizes that OpenGL is not only games. The only people really "furious" are some game developers in few posts on an OpenGL forum. However, please, do realize that games are typically sold for 6 months and supported for 1 year and 99% on a single platform (Win/XBox). Very few things are developed as cross-platform - and it is NOT because of OpenGL, more like commercial realities (cross-platform development is hard and doesn't make a lot of sense for ~2-3% of the market, especially for an app that will be sold for one season).

    Professional apps (CAD/simulators/visualizations...) make up the majority of the OpenGL market and they have to be supported for decades (no, military or airlines do not buy a new training system every two years ...)

    So breaking compatibility is deal breaker. This is exactly what OpenGL 3.0 is about. I am developing OpenGL applications for a decade now and all are still running and being used. How many 10 year old games can you actually get working today? God forbid - on Vista? That is the difference.

    Also, the "newest features not supported by OpenGL" - how many "newest features" are your typical games actually using? Perhaps one or two and they are optional, because the game must run even on not bleeding-edge hardware (how many games are DX10-only? - commercial suicide ...)

    So to wrap this up - the title is EXTREMELY misleading and making up a storm where one doesn't exist.

    1. Re:OpenGL is NOT only games by Shados · · Score: 1

      Err... really, most DX games work fine on Vista. The ones that don't are almost all old DOS games. I mean, I know quite a few examples of games that don't, but its pretty much never because of the video stack (even though Vista's stack changed significantly). Starcraft, Diablo 1, Hexen 2, Baldurs Gate... Roughly 10 years old (Baldurs Gate is a little less than that, but definately will be before Windows 7 comes out, and it probably will work after that). They all work perfectly fine. I'd be pissed as hell if they didn't.

      One can bash DX for a lot of stuff... but forward compatibility isn't one of em, as its almost perfect (at least for the video stack).

      Thats just for the "how many 10 years old games can you get working on Vista". I generally agree with the rest of your comments. OpenGL isn't only about games (and for non-gaming applications, it often TRASH Direct X). Its just that everytime people talk about DX (which is mainly about games, even though its used for a lot of stuff multi-media on Windows, including some you wouldn't think about), you hear "DX sucks! Game developers should go to OpenGL, its better in every ways!". Well, its not (for games), and that just proves it.

      One also has to look about it for the future... sure, today almost no game use DX10 features. But by the time OpenGL 4.0 is out, they sure as hell will... so what comes out -today- is important for -tomorrow-.

    2. Re:OpenGL is NOT only games by Earered · · Score: 2, Funny

      How many 10 year old games can you actually get working today? God forbid - on Vista?

      Minesweeper?

      I know the way out -------------> []

    3. Re:OpenGL is NOT only games by Zygfryd · · Score: 1

      Companies with decades worth of OpenGL code could have kept using OpenGL 2.x and been comfortable with new features as extensions, irrelevant of how OpenGL 3.0 looked like. OpenGL 1.x/2.x would have surely been supported in operating systems for a couple more years. (And you can keep an API alive indefinitely by wrappers, much less expensive than rewriting decades worth of code.)

      Game developers would actually gladly use a new, modernized OpenGL, since game engines are being rewritten every 1-3 years or written from scratch anyway, to make better use of the available hardware. There would be no issues with porting millions lines of code to an incompatible API. Not to mention most use Direct3D now and a modernized OpenGL 3.x would just have made them more likely to switch over.

      As a player sitting on Linux I am very disappointed, because it makes native Linux games less probable.

      And let's face it, OpenGL will have to be redesigned or replaced some time in the future... unless it's rendered obsolete by Direct3D.

    4. Re:OpenGL is NOT only games by FellowConspirator · · Score: 1

      I'd add that most game companies don't code OpenGL or DirectX either. The majority of the game is completely separate. There's a layer of abstraction that is the engine that they write for. It's the engine that targets the underlying platform. Once the engine's backend is written (and they tend to be a fairly straight-forward abstraction layer), the same game will run the same on all things supported by the engine. DirectX does put everything in one basket, but other platforms aren't nearly as disarrayed as DirectX proponents would have you believe, and once the necessary abstractions are made, the game itself knows no difference.

    5. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Where did you get this data, btw.?
      1. it is not some game developers, if you'd take the time, you'd notice that part of the crowd consists of CAD developers, too.

      2. Maybe you should read the posts at *the* OpenGL forum, too.

      3. Remember, that nowadays almost every AAA title is released for multiple platforms. Oh, and that's a multi-billion dollar market too (anyone remember GTA4).

      4. The percentage of 10 year old (significant) OpenGL (supporting) games you can run today is actually pretty high, let me name Quake 1,2,3, Unreal, Unreal Tournament as examples.

    6. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      > I am developing OpenGL applications for a decade now and all are still running and being used. How many 10 year old games can you actually get working today?

      Nearly all of them? I have a hard time thinking of any 10 year old game I own that *doesn't* work fine today. Granted, they're often limited to 640x400 res or something, but they work as well as they ever did. Baldur's Gate, 10 years old, still runs fine - just ran it about a month ago on my core 2 quad. Diablo II, 8 years old, still runs fine (I bet Diablo I works fine too, 11 years old, but I don't own it so I can't try). FlyII, 8 years old, runs fine. CFS, 10 years old, runs fine. Falcon 4, 10 years old, runs fine. I could go on: I've got a whole shelf of 8-12 year old games that still run.

      But by all means, don't let real data get in the way of your personal belief system.

    7. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      How many 10 year old games can I get to run on Vista? How about every single one I own. Quake 2, Unreal, Fallout 2, etc, etc, all play fine.

      You make a good point, but then derail yourself with mindless vista bashing.

    8. Re:OpenGL is NOT only games by Iced_Eagle · · Score: 2, Interesting

      It's true that OpenGL is not merely for developers, but I think it's safe to say that game developers push the API to the limits the most. We also hate it when we're promised something revolutionary and provided with something that is merely evolutionary.

      Perhaps just after the long wait people just expected something that would be the Saviour of Graphics API's, but instead got OGL3. It's just the way of the world.

      I also hear people yelling for a branch, and let me tell you that I think that is the wrong decision. Think of all the extra work Nvidia or ATI would have to go through to support both forks. It would overall mean a downgrade in performance when the IHV's could instead spend their time working on one standard.

      So is this the godsend that we all hoped it would be? No. Let's just appreciate what we got, because there are lots of good things in here, and hope that in the future Khronos will do a better job communicating about the next major spec.

    9. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Yeah, OpenGL is not only games. Actually, games might not even be included in the near future, since they are doing a very effective effort in killing them.

      While CAD could mean for OpenGL that they have to be backwards compatible, they did so at expense of almost any progress, and while DX is many years ahead.

      And if you think that they only people pissed is just a bunch of winning on their forums, you obviously didn't even checked on Google.

    10. Re:OpenGL is NOT only games by Tubal-Cain · · Score: 1

      How many 10 year old games can you actually get working today? God forbid - on Vista? That is the difference.

      I only care about one.

    11. Re:OpenGL is NOT only games by waveclaw · · Score: 1

      2-3% of the market is a lot of money at $15 a month.

      However, please, do realize that games are typically sold for 6 months and supported for 1 year and 99% on a single platform (Win/XBox). Very few things are developed as cross-platform - and it is NOT because of OpenGL, more like commercial realities (cross-platform development is hard and doesn't make a lot of sense for ~2-3% of the market, especially for an app that will be sold for one season).

      Except today's big money hauling games are sub-scription based, +5 year supported commercial platforms. This doesn't eliminate shrink wrapped abandonware any more than Linux killed the proprietary operating system. These games restort to emulation of Direct X to get multi-platform support instead of using OpenGL.

      I am developing OpenGL applications for a decade now and all are still running and being used.
      How many 10 year old games can you actually get working today?

      I'm glad you spent the time to maintain all that code.

      All the software I developed "with OpenGL" either uses a graphics engine that switches to DirectX on Windows or is so out of date that finding compilable libraries old enough to match the non-OpenGL pieces is an exercise in futility. I have plenty of 1.2 OpenGL code that is essentially dead.

      --

      "You cannot have a General Will unless you have shared experiences. You cannot be fair to people you don't know."
    12. Re:OpenGL is NOT only games by jamesswift · · Score: 1

      How many 10 year old games can you actually get working today?

      prior to DX10 backwards compatibility was always a design goal. so yeah 10 year old DX apps should run fine with DX9.

      --
      i wish i could stop
    13. Re:OpenGL is NOT only games by Jorophose · · Score: 1

      OpenGL3 needs to be accepted, you're 100% correct.

      It's got a tough path up ahead, but you know what?

      We don't even need GPUs anymore like we need them today. I hope in the forseable future ray tracing and other CPU-for-graphics tech overtakes today's designs. And all the better! Today's designs are not any good to begin with. Especially since, what exactly is my GPU going to be doing when it's not playing a game? Sit there, create dust and noise, and consume 20W? Instead of a CPU that I could use to do something; my entire system idling 20W less is better than nothing. And you could always help find the cure for diseases, or help find ET.

      It's too bad we can't break backwards compatibility. But I thought OpenGL3 was all about streaming it down? It's too bad we can't have two profiles, one for the CAD-type applications, running only on workstation cards, the other more for gaming, for gaming cards...

    14. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      the problem isn't that the newest features aren't supported now, its that they won't be supported in 2 years when they aren't the newest features anymore, but rather common place on standard hardware. thats where the complaint comes in. the development cycle for the openGL standard is quite long, as it ought to be, as it is so closely tied to the hardware. The spec needs to be ahead of the curve because its such a loose approximation of the curve (as opposed to a mathmatical derivative)

    15. Re:OpenGL is NOT only games by Blakey+Rat · · Score: 1

      I see that boldface is featured in the new API.

    16. Re:OpenGL is NOT only games by TheNetAvenger · · Score: 1

      (how many games are DX10-only? - commercial suicide ...)

      Exactly, none so far... Even games 'supporting' DX10 are just strapping on DX10 texture increases and a few shadow light tricks. If a game was a pure DX10 title, it would run faster than the same game under DX9; hence why DX10 seems clunky at this point.

      If people want to see a glimpse of the DX10 'performance' that was added to the new API set, look at a XBox 360 game shoving graphics on a low end ATI GPU at levels that make DX9 on high end PCs stutter and blush at even 720p resolutions.

      It is strange that you are 'correctly' making a good point, and a point that many that are 'disagreeing' with you also the same people that made fun of DX10 for the same reasons. And with DX10 Microsoft had good reasons, bringing a new API designed from the XBox developers and using the WDDM in Vista to host it, which also was a result of XBox 360 development (unified shaders, RAM virtualization, GPU scheduling at OS level, etc).

      One of the 'main' arguments against DX10 was in favor of OpenGL contrasting that 'at least' OpenGL will always be backward compatible.

    17. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Your comments belie that you have no idea how games are developed or used. The annoyance with the OpenGL 3.0 spec isn't the dearth of new features, but rather that the old state-machine model, which has little or no resemblance to modern graphics hardware, has not been replaced nor its cruft been removed. OpenGL is currently neither close to the metal nor convenient to program in.

      With respect to cross-platform development, OpenGL being painful now and dead in the future does certainly hurt it; even if a full port is never released (as iD has done for all of their products), it is much easier to run an OpenGL program in a compatibility environment (eg. Wine) than one that uses DirectX.

      Finally, with respect to CAD and simulators, the argument that these are at all affected by new versions of the OpenGL spec is laughable. Military systems such as simulators are simply never updated, and are as close to a black box as anything built on general-purpose hardware can be. CAD software is used on machines that are updated, but it takes roughly five minutes of effort to patch these to use a vendor-supplied version of opengl.dll; the only reason these firms complain is because they want their software to support new hardware forever without change. The funny thing is they may just have to patch their software to do this last bit anyways, because the average Windows PC will probably not ship with any OpenGL a year from now, because (unless Carmack continues to be the ARB's abused wife) nobody will use OpenGL for games on Windows anymore forever.

    18. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      So breaking compatibility is deal breaker. This is exactly what OpenGL 3.0 is about. I am developing OpenGL applications for a decade now and all are still running and being used. How many 10 year old games can you actually get working today? God forbid - on Vista? That is the difference.

      Actually, quite a bit of them. Looking at notable games from '98 - Halflife works, Fallout 2 works, Baldurs Gate works, Starcraft works, Grim Fandango works.. Not to mention things like PS1 games can be emulated.

      Nice try at FUD, though.

    19. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Go try running any 16 bit Direct3D App on a modern videocard/DX9.0a+ then tell me that 'almost any app is still compatible'.

    20. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Is this mentality what almost killed UNIX, until Linux came to the rescue. Where would we be if we had focused on the server, that was where the traditional market for UNIX applications was?
      So, if you want to support applications written for an API that has no real vendor support because consumers are not buying it; if you want to finally have to rewrite your application in a completely different Microsoft API down the line; if you want that, keep pushing that way.

    21. Re:OpenGL is NOT only games by LordMyren · · Score: 1

      We've heard this "OpenGL is very important to CAD" argument ad nom on the Khronos boards, and its here to haunt us like someone claiming DX is better because it provides an entire platform. Its another short sighted vacuous argument braced against empty air. Just stop it, stop it right now.

      No CAD company is going to suffer inordinately because OpenGL got around to reforming the baseline to reflect modern hardware; on the contrary everyone will prosper because the spec will have been moved inline with how hardware works so companies will get more mileage from using OpenGL. For companies running legacy apps, there will continue to be backwards compatible OpenGL support deep into the future, it just wont be the kind of close to the metal optimization thats possible with a revised spec. Theres no "deal broken" by fixing OpenGL and making it a system that hardware companies can optimize.

      Thats why I think this constantly flogged horse of an argument should be put down. Fixing a broken API is not a problem for CAD, CAD will adapt or huddle in its legacy shell. On the other hand, if OpenGL doesnt reform, it will cease being a viable API for hardware companies to support.

      As for your quaint notion that games dont demand the latest technology, I think you should start looking through NV extensions and seeing what kind of documentations pops up to support these "optional" features NV went out of their way to develop. You should look at which of these "optional" features are adopted by ATI. Look at how many have gotten imported into ETX. Its all hardware developed and supported by these companies to help make games be top notch. They want developers to make the most of the hardware, so they constantly introduce new faster ways of doing things, and by and large gamers are the ones consuming those capabilities.

      That being said, I'd actually stack the battle differently altogether: games/CAD v. embedded. All the consumer electronics devices we've just started making with fancy interfaces need display subsystems to drive them. OpenGL is rapidly penetrating this market, and I think OpenGL stands to be altered just as much as it stands to shake our consumer electronics world. Games and CAD will proceed apace backed by a revised API that hardware people can finally do a good job of accelerating again, meanwhile entirely unpredictable worlds will be opening and closing very rapidly in the consumer space, and OpenGL will be a major player in that field.

    22. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      As I understand, the original idea with GL 3 was to have a separate GL 3 rendering context, which replaced the older state machine with a new model that closely fit the underlying hardware. The GL 2 mode was still there, so existing apps would just use that. It's also possible to create both kinds of context, and to share resources between them.

      What they've actually done is extend GL 2 a bit, mark the stuff that was supposed to be replaced by the new state model as "deprecated" without providing a decent replacement, and dropped all of the other improvements.

      The problem is that they completely shut up for a year, then released something that's essentially just GL 2.2. From a game development point of view, this sucks - it doesn't actually address any of the issues with OpenGL, which were partially that the mutable state model doesn't map to hardware at all well, and partly that OpenGL is so massive that it's never obvious which way is the best way.

      It would have been far better to spend the last two years incrementally improving OpenGL than coming up with a new API, and then throwing it in the bin.

    23. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      And because of this it sucks for games and DirectX completely destroys it. This is a classic example of a technology falling between two chairs.

      OpenGL may be great for CAD devs but this handed over the gaming market to Microsoft. I think I speak for all Linux/Mac gamers when I say this sucks.

      (And yes games only use some of the newest features but that is one to many for the technology that doesn't support them. That's called having a competitive advantage.)

    24. Re:OpenGL is NOT only games by gbjbaanb · · Score: 1

      perhaps they should rephrase that - how many current DX10 games will work on anything other than Vista? :)

    25. Re:OpenGL is NOT only games by gbjbaanb · · Score: 1

      Repeat after me, XBox 360 uses a modified DX9 implementation, not DX10.

    26. Re:OpenGL is NOT only games by FoboldFKY · · Score: 1

      Hexen II used either software or OpenGL. At most, it might have used DirectDraw to throw pixels on the screen.

      --
      We're geeks... We're the sorcerers of the modern-day world. --
    27. Re:OpenGL is NOT only games by Shados · · Score: 1

      Hahaha, you're correct. I had a brain dead moment and simply listed 10 years old or more PC games I had that weren't DOS made (and thus no direct X at all), which weren't many.

      Point still stands though. DX games still work in Vista, unless portion of the games which have nothing to do with DX are messed up.

    28. Re:OpenGL is NOT only games by mdwh2 · · Score: 1

      So to wrap this up - the title is EXTREMELY misleading and making up a storm where one doesn't exist.

      Well, the storm is that losing OpenGL for games means that cutting edge 3D games on anything other than Vista are dead.

      I'm not sure what you're saying - yes, this is an issue that only affects games, so I don't see why it's surprising that it's only game developers that are annoyed?

      Also - the vast majority of application code that's supported for decades should have no OpenGL specific code in it, unless it's really badly designed.

      how many "newest features" are your typical games actually using?

      New features take a while to appear in games for obvious reasons, but they inevitably do. Did you not notice the change in 3D real time rendering capabilities in the last 10-15 years?

    29. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      No it is NOT misleading. The spec does not live up to what was promised in any realistic shape or form.

      That CAD applications have a bigger market share than opengl games? Gee, wonder why. Everybody that can is finally throwing the towel and running towards directx, and this has been the final stake for any serious linux gaming hopes.

      Thank you, CAD lobby. You can now recompile your applications and claim to support the New Improved OpenGL 3.0 while giving everyone else a good dose of Surprise Sex.

      All in all it shouldn't be much of a surprise, given how hard they clamped down and stopped all forms of communication. But one always has some last hopes.

    30. Re:OpenGL is NOT only games by MaXMC · · Score: 1

      What stops the CAD people from just NOT UPGRADING TO 3.0!

      Or have OpenGL2.0 installed side by side?

    31. Re:OpenGL is NOT only games by steelfood · · Score: 1

      I still bring up Total Annihilation on the occasion. That was released in '97.

      --
      "If a nation expects to be ignorant and free in a state of civilization, it expects what never was and never will be."
    32. Re:OpenGL is NOT only games by doas777 · · Score: 1

      I'm sorry, your desire to be lazy and not update your code is pre-empting my dream of a fully functional desktop linux world, and not I won't forgive you for it.

    33. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Actually, quite a bit of them. Looking at notable games from '98 - Halflife works, Fallout 2 works, Baldurs Gate works, Starcraft works, Grim Fandango works.. Not to mention things like PS1 games can be emulated.

      At least two of your examples were pure 2D game engines which didn't use any 3D API. (Fallout & Starcraft)

    34. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      "So breaking compatibility is deal breaker"

      Unfortunatly, long peaks was misunderstood. People thought it was going to break compatibility.

    35. Re:OpenGL is NOT only games by TheNetAvenger · · Score: 1

      Repeat after me, XBox 360 uses a modified DX9 implementation, not DX10.

      XBox 360's development team from the GPU designers to the API designers where behind both DX10 and the WDDM in Vista. They took their DX9 modifications and GPU design gains and took them back to Microsoft, hence becoming DX10 and Vista WDDM...

      This is where the DX10 reliance on WDDM comes from and other XBox API concepts like GPU RAM virtualization and GPU scheduling made it all the way into the main driver/video subsystem of Vista and why DX10 requires Vista, because the OS handles this stuff and is 'expected' to, not the game, just as the XBox 360 relies on the OS and Graphical API set to do the same.

      Oh, and PS, the article you reference is technically wrong, check your sources better in the future, although there are 'reasons' the XBox 360 doesn't run the full blown DX10, but the essential parts of DX10 are already alive and well in the 360 and have been since release. Think of the XBox 360 architecture as a stepping stone from DX9 to DX10 and from XPDM to WDDM.

      (Talk to the XNA team, or even go to the 360 team if you really don't get this, have them explain it to you like a 5yr old.)

    36. Re:OpenGL is NOT only games by Anonymous Coward · · Score: 0

      Folks, I do wonder when someone realizes that OpenGL is not only games.

      What? Does John Carmack write software other than games?

  31. Vocal minority... by Anonymous Coward · · Score: 1, Informative

    Sure, *some* developers might be "furious", and maybe it was wrong for Khronos to abandon the original proposal.

    In any case, even with OpenGL 2.0 you can do a lot of stuff. Are there games that benefit from using Direct3D instead of OpenGL 2.0? Having done a lot of programming in DX and MDX (before it was rolled in to XNA) and in OpenGL, I really wonder what someone might claim is missing in OpenGL...

    I think the features people are "furious" about must be pretty damned esoteric.

    1. Re:Vocal minority... by Anonymous Coward · · Score: 0

      Features were never the problem, in fact, opengl 3.0 was supposed to NOT have every feature of DX10 and people were way happier about that since it would work on DX9.0 class hardware. The idea was to change the opengl api, so that it more closely resembled the hardware, making both driver and application development **WAY** easier. Not only that, but adding new features after that would happen a lot faster and since it would be easier to write the drivers, there would be much less development headaches. NONE of that happened, instead they added about half DX10 features locking opengl 3.0 to DX class Hardware and they made NO changes to the api, only added a purple page to the spec stating what was deprecated. If you had put your project on hold for a year (a year that was never supposed to be a year in the first place) and then someone threw this turd at your face, what would you feel like?

  32. Xbox does not support DX10, only Vista does by HannethCom · · Score: 2, Informative

    If you want to make a game that runs on Xbox, you will be using an advanced version of DirectX 9. Most companies would probably stick to normal DirectX 9 so that they could just be recompiled for Windows XP and Vista. Especially since most gamers are still running XP. Gaming rigs are one of the exceptions to the major computer companies being able to still sell XP.

    As for where do I get the information for DX10 not running on the Xbox, read below.

    1up reports that ATI has debunked a rumor that Xbox 360 could be upgraded to support DirectX 10 via a patch. "Xbox360 cannot run DX10," an ATI spokesperson told 1up. Currently, Microsoft's console runs an advanced version of DirectX 9, which, according to ATI, features "memory export that can enable DX10-class functionality such as stream-out."
    http://www.joystiq.com/2006/08/24/xbox-360-cant-run-directx-10-confirms-ati/

    --
    Microsoft, Apple, Google, Amazon what's the difference? All steal money from devs and control with walled gardens.
    1. Re:Xbox does not support DX10, only Vista does by icsx · · Score: 1

      I find it funny that Xbox360 *CAN* be used to run DX10 features but XP *CANNOT* run DX10 features that Vista has. Anyone see another chair flying from Ballmer to ATI spokesperson?

  33. Mod parent up, maybe by n+dot+l · · Score: 3, Informative

    All I've really seen of the PS3 dev kit is what was on display at GDC. The Sony guys talked about GL ES and NVIDIA's Cg toolchain for shaders, so that's what I posted. This, however, sounds a lot more like what I expected from Sony and is right in line with the PS2 dev kit (emphasis mine):

    Sony supply an alternative low level api called libGcm.

    If libGcm is what I think it is (macro'd constants to build push buffers + raw DMA access) then pretty much nobody will be using the GL stuff. Coding right to the hardware is what PlayStation development is all about.

  34. Plenty of forked specs by EmbeddedJanitor · · Score: 1
    Specs often get forked when a group starts with a spec that is close and then extend/modify it to get to where they want it to be.

    Examples: ISO11783 and NMEA2000 (forked from J1939), Embedded C++ (from C++), MISRA C (from C), etc etc

    --
    Engineering is the art of compromise.
  35. Marketshare by Anonymous Coward · · Score: 3, Insightful

    While the gaming community is growing at an awesome rate, I doubt its the same size, and definitely not bigger than the hollywood industry. Coming from the special effects/render farm industry, I can tell you that every single movie that makes it to the big screen today, is in one way or many, made with products that use OpenGL. The gaming community/developers of course are frustrated that opengl is not dx10, but lets face it, hollywood has an endless budget, and a lot of say. This story does not surprise me, and opengl is still going to be the best cross-platform solution for many (and most) 3d technologies, less gaming.

  36. MOD PARENT UP by Anonymous Coward · · Score: 0

    the lies about interoperability need to be heard

    Microsoft's patent claims while claiming interoperability and connection to Novell and sinking of Corel Linux MUST be TOLD!

    1. Re:MOD PARENT UP by BadOPCode · · Score: 1

      Looks like a rumor mill blog hunter reporting to me. It's fanatical Novell-is-the-devil is amusing reading I will admit. The article of how Novell is responsible for destroying Olympics for the author because they can't watch NBCOlympics.com under Linux was a good chuckle. "If it were not for Novell, Microsoft would have ported Silverlight to GNU/Linux, for better or for worse." This by their theory is because they sponsor Mono project. All its missing is some men in black in their theory. Basically its watching the tinfoil hat people type entertainment.

  37. EvE Online by Anonymous Coward · · Score: 0

    Since I got hooked on EVE a few months ago, I've barely played anything else. I could rant about why I enjoy it so much but I will summarise that it's basically replaced the pub for me & my friends. Headsets, Eve, fun. Cheaper than spending 3 Fridays out of 4 buying alcohol for sure, and more fun without the trouble of going to crowded drinking holes.

    My point is that EvE has a decent linux client, and I can now get by on open source office / coding tools. I have no reason to be using MS at all really.

    The Terminal Logic Killboard is just an indication of the fun we've been having.

    1. Re:EvE Online by Anonymous Coward · · Score: 0

      "I can now get by on open source office / coding tools"

      And therein lies the problem with OSS.

      Not all of us want to "get by" - some of us need cutting edge.

    2. Re:EvE Online by Alex+Belits · · Score: 1

      "Cutting edge" in development tools is now "how to make something that allows a monkey to write shitty software" and "how to support a terribly mis-designed infrastructure product that never should've been invented in the first place". To write decent software "cutting edge" such as MS Development Studio or Eclipse is useless cruft.

      --
      Contrary to the popular belief, there indeed is no God.
    3. Re:EvE Online by e2d2 · · Score: 2, Insightful

      I'm curious - what Tool Set Of The Gods do you use to write this "cutting edge" software you are talking about?

  38. I'm skeptical... by SanityInAnarchy · · Score: 1

    Quoting the article linked to:

    Xbox360 cannot run DX10

    This is true. Given that there has been no firmware upgrade, the Xbox 360, as sold today, cannot run DX10.

    The Xbox360 has unique features including memory export that can enable DX10-class functionality such as stream-out

    That kind of hints that it could.

    My bad, though, for making that assumption.

    --
    Don't thank God, thank a doctor!
  39. Also by Sycraft-fu · · Score: 1

    To the extent that renderers can use GPUs, it is via vendor GPGPU stuff like CUDA. nVidia has a renderer called Gelatto that will use their hardware to do the rendering. However it is not going through a graphics API, to do so would be inefficient. That's the whole point of something like CUDA, is to write directly for the graphics hardware. Thus the graphics API isn't relevant to a system using the GPU for such a purpose.

    1. Re:Also by robthebloke · · Score: 1

      However when we talk about render farms, we tend to be talking about large rooms filled with rack mount processors churning through shaders written for renderman or mental ray - not gelatto/CUDA/D3D/OpenGL. Whilst those are available, the simple fact is that there are generally not used in production houses who have had 20 or so years of experience using the toolchain they have in place.

  40. MOD PARENT UP by Anonymous Coward · · Score: 1, Insightful

    Hurrah for boycottnovell.com It's pithy truthiness, and dilligently accurate reporting are a boon for the Internet!

  41. There is a way... by n+dot+l · · Score: 1

    If someone were to take Gallium 3D, for example, and write a decent API on top of it, then it's not that far fetched for a few of the IHV's to start supporting it elsewhere. Hell I wouldn't be surprised if some industrious individual in AMD or NV's research department is already doing that.

    The thing with OpenGL is that it's obscenely difficult to write a driver that runs well because the API is simply a mess. None of the IHVs are happy to have a performance overhead imposed on them (obviously) but they do it because the only alternative (everyone having their own API) is even worse (unless you're Sony, and even they made an effort to put GL ES on the PS3). Current GL extensions are full of things like "if this is enabled and that extension is implemented and you're drawing an X or a Y (but not a Z) then this function's behavior is changed thusly". Hell, even the core GL spec has a ton of stuff like that in it (glEnable, anyone?). That's pretty much the entire reason for DX's success performance wise - Microsoft rips out whatever the IHVs can't make fast on their current/new cards every time they bump the version number. GL drags along concepts that haven't had silicon dedicated to them in nearly a decade, and all of that has to be supported (read: emulated) in new drivers with every new bit of code wasting cycles checking if it should be in compatibility mode.

    I think AMD/ATI and NV would be extremely happy if they could get away from maintaining drivers where the first half of nearly every entry point is a tangle of "has my behavior been modified, if so reroute to alternate implementation 112". And they seem to have learned the "what one implements, we all implement" lesson pretty well (PhysX on AMD/ATI for example) so if a new API is good enough to catch any major IHV's attention, the others are likely to follow.

    1. Re:There is a way... by JLF65 · · Score: 1

      There seem to be a lot of yammering by people who don't know what they're talking about. The parent, for example, tosses a few words out to make it SEEM like he knows something when he really hasn't a clue. glEnable/glDisable are used to turn things on and off when you need or don't need them. Don't need depth testing? Don't enable it and you'll gain speed in rendering. It's hardly brain surgery. Need alpha blending? Enable it. Is it too hard for the parent's microscopic brain? Apparently. He seems to think programming in OpenGL is "obscenely difficult". Maybe he just need a few more "Programming For Dummies" books. OpenGL is simple and widely documented with MANY examples on how to use it fully. It's neither obscene nor incurs a (noticeable) performance penalty for the majority of applications/games.

    2. Re:There is a way... by MostAwesomeDude · · Score: 1

      You don't know shit about Mesa/Gallium. Sit down and write some driver code, *then* you'll be allowed to bitch about how hard it is to write drivers.

      --
      ~ C.
    3. Re:There is a way... by loonycyborg · · Score: 1

      The parent's parent was about implementing OGL in a driver, not about using it in an application.

    4. Re:There is a way... by n+dot+l · · Score: 1

      You're right. I'm not a Gallium contributor. The most I've done with Mesa is trace into it a little ways to analyze GL errors - though what I did see there struck me as a pain in the ass to maintain (Enable was huge and managed all sorts of dirty bits that I assume are checked in a fair number of places, and BindTexture was full of special cases if I remember correctly). But I'm not sure I'm parsing the second sentence as you intend me to.

      Are you saying writing driver code is trivial? I'm used to the low-level PS2 (DMA chain) and the original XBOX (push-buffer) APIs, and even those were a bitch to work with when it comes to all the corner cases (especially since the only error code you get at that level is a lack of output). Ah yes, the joys of compiling fixed-function style material descriptions into shader/VU code, and then making the damn thing work with any of the dozen input layouts in our data... Is that actually supposed to be a simple task...maintaining that sort of nightmare when the "short circuit this massive chunk of code that sets preconditions for other stuff" extension comes along? I don't see how, but if the answer is yes then feel free to explain it to me (as opposed to just calling me a moron), I'm genuinely interested.

      Or are you saying that it is hard, but that I'm not allowed to say so it for some reason?

    5. Re:There is a way... by MostAwesomeDude · · Score: 1

      Sorry, I get pissed when I see people trivializing the work we've put into Gallium.

      The idea is that Gallium makes any API possible. Currently planned are OGL (Mesa), OGL ES, Xv, XvMC, and we've discussed D3D8, D3D9, XRENDER, CUDA, BTM, Brook+, and some others.

      Mesa is becoming a state tracker in the new model. Its sole purpose is to track the OpenGL state, and when rendering is needed, it turns OGL state into Gallium state.

      Gallium's only purpose is to take the state tracker's commands, and send them to the pipe and winsys, which are HW-dependent. Gallium drivers don't need to know anything about the layer on top, and the layers on top don't need to know anything about the hardware except for a few basic assumptions (programmable shaders, VRAM, multitexture).

      Gallium drivers are a fair bit easier to write than Mesa drivers, for this reason.

      Oh, and as far as the vendors, Intel's drivers are in Mesa/Gallium, ATI/AMD is having certain open-source people *ahem* write them, and nVidia doesn't give a shit, but the nouveau team targets Gallium.

      Sorry for flaming. I shouldn't be a dick, even to high UIDs.

      ~ C.

      --
      ~ C.
    6. Re:There is a way... by n+dot+l · · Score: 1

      Sorry, I get pissed when I see people trivializing the work we've put into Gallium.

      I didn't mean to do that at all, and I didn't even realize I had. I kind of assumed it was general knowledge that display drivers are a bitch to build and maintain. What I was saying about GL is that the way the spec is written it does nothing to make a difficult job any easier.

      My main point was that the IHV's aren't going to go to the effort of implementing any API without some assurance that someone will use it and make something that drives up demand for their hardware. DX is backed by Microsoft. GL has history and an application base. The thought is that we could get an OpenGL/DX killer, but only if the OSS community were to build it, and then use it in some killer app that demonstrates its potential. I mentioned Gallium because writing a thin API layer on top of that is going to be a hell of a lot easier than coding directly to (say) AMD's hardware specs. Typing up a new spec and hoping is, as the parent to my original post said, unlikely to accomplish anything.

      And as far as contributing to Gallium goes, if I weren't in the middle of a massive crunch period right now I'd be looking pretty hard at contributing to D3D9 (or close enough) on Linux, if that's seriously a possibility (I have no idea what MS's patents/license restrictions say about the subject). Certainly something to look at during any free time I find...

  42. Not licenses - users by westlake · · Score: 3, Informative
    Is that counting sales of Vista licenses, or people actually using Vista?
    .

    FIY:

    We collect data from the browsers of site visitors to our exclusive on-demand network of live stats customers. The data is compiled from approximately 160 million visitors per month.

    Additional estimates about the website population:

    76% participate in pay per click programs to drive traffic to their sites.
    43% are commerce sites
    18% are corporate sites
    10% are content sites
    29% classify themselves as other (includes gov, org, search engine marketers etc..
    About Our Market Share Statistics

    Net Applications stats are global.

    Its clients - for reasons which should be blindingly obvious - are interested only in meaningful stats about users, not licenses.

    Plenty of people are buying computers with Vista and switching to another OS, or downgrading to XP.

    The numbers simply aren't there to support this argument.

    1. Re:Not licenses - users by Enderandrew · · Score: 1

      Your link lists 16.9% share for Vista. I've worked for two major Fortune 500 companies who both purchase new computers with Vista, and then wipes them and puts their XP VLK image on the boxes.

      Every user I know personally who has tried Vista rolled back to XP or moved to Linux. I don't know anyone personally who has told me one positive thing about Vista, or stayed with it more than two months.

      Dell, HP, Gateway and every major reseller pushed for Microsoft to continue selling XP, and they continue to offer XP even though Microsoft has encouraged them to stop doing so.

      You say the numbers don't support people turning away from Vista, yet for all the new Vista licenses being sold, XP dominates the statistics you linked from 70 to 17 percent.

      I'd say the numbers firmly cement my argument.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    2. Re:Not licenses - users by westlake · · Score: 4, Informative
      I've worked for two major Fortune 500 companies who both purchase new computers with Vista, and then wipes them and puts their XP VLK image on the boxes.
      .

      Net Applications doesn't give a damn about the locked-down corporate desktop - it is selling stats about the home market to retailers like Target.

      Every user I know personally who has tried Vista rolled back to XP or moved to Linux.

      The plural of anecdote is not data. Net Applications builds its stats from 160 million page views each month.

      yet for all the new Vista licenses being sold, XP dominates the statistics you linked from 70 to 17 percent.

      The Net Applications stats are global.

      There are by some measures a billion users world-wide running Windows - most on older hardware that cannot be realistically upgraded to Vista.

      But something like 1 in 5 users will have made a very significant investment in hardware and in Vista in less than two years.

    3. Re:Not licenses - users by Enderandrew · · Score: 1, Interesting

      XP and Vista add up to 87% of market share. Yet Windows has a total of 91%. Only 4% of Windows users use another Windows, such as x64, 2000, Server 2003, NT 4, 98, etc.

      XP very quickly dominated the market share previously owned by the 95, 98, and 2000 users. Vista is not doing the same.

      You claim that numbers don't back up my claim that people are looking away from Vista. Perhaps you missed Apple jumping up to 7% market share, and continuing to climb. Apple is the #3 seller of laptops on the planet right now. Oh, and Linux is now being sold preinstalled on 3% of new computers right now, where as before Vista came along, Linux could never top 1% of market share.

      Vista hasn't been adopted as fast as XP was, and Microsoft keeps hemorrhaging market share since Vista was released. But keep telling yourself that people are going nuts over Vista.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    4. Re:Not licenses - users by I'm+Don+Giovanni · · Score: 1

      "Every user I know personally who has tried Vista rolled back to XP or moved to Linux."

      Sounds like you work for a PR department to make such a PR-ish statement. Give us real numbers. How many users are you talking about, one? Two?

      --
      -- "I never gave these stories much credence." - HAL 9000
    5. Re:Not licenses - users by PhoenixAtlantios · · Score: 1

      Oh, and Linux is now being sold preinstalled on 3% of new computers right now, where as before Vista came along, Linux could never top 1% of market share.

      Isn't that a statistic exclusive to Europe? When you're tossing general worldwide statistics around, you really shouldn't mix and match ones that appeal to your interests.

    6. Re:Not licenses - users by Risen888 · · Score: 4, Insightful

      The plural of anecdote is not data.

      You know, I hear this a lot, but I think you're wrong, at least in this case. Or to put it more succinctly, the plural of anecdote may not be data, but the collective of anecdote is indeed data. If every user Enderandrew knows, and every user I know, and...

      I mean, how many times do you have to hear the exact same story from how many different people before you admit it's the truth? I don't know one single person who is using Vista as their home OS. Zero. Nada. None. And I work in end-user support. I talk to lots of people. It's my job. And seriously, not one. I know some people who had it for a while, and ditched it for either XP or (yes, seriously) Ubuntu Linux.

      I spend a fair bit of time in hipster coffee shops (don't judge me, it's part of my job), the patrons of which I take as a fairly good bellwether of consumer tech, if only because there's a decent amount of disposable income floating around and a majority of the machines in use at such places tend to be 1 year old (yeah, lots of Macs, but even so...) And there is no way I'm going to believe that Vista is at a 20% adaptation rate, at least not in this major Midwesten metropolitan area. Absolutely not.

      -p.

      PS: It's 3:00 AM central time, and I have been drinking. If something up there doesn't make sense or sounds stupid, please ask me to clarify rather than modding me down. I don't usually drink and post, officer, honest :)

      --
      Hey, I finally got my first freak! Took you long enough!
    7. Re:Not licenses - users by MadKeithV · · Score: 1

      Here's one single user using using Vista 64 Home Basic as their home OS.

    8. Re:Not licenses - users by Anonymous Coward · · Score: 0

      That sounds rough. Would you like to spend a minute talking about this?

    9. Re:Not licenses - users by BadOPCode · · Score: 1

      Nice statistics. Statistics are fun. But all I see more with the people investing into new hardware, is a bunch of people investing in to Mac's. People staying with PC seem to be all switching to Ubuntu. I realize my perspective is from a small local region of the world and not global websites visited. But I reserve doubt that there are as many bottom feeder computer systems in Net Application stats as you suggest. Someone who couldn't afford $50-100 worth of hardware upgrades, wouldn't seem likely to be able to afford $10 a month for internet. There are a few exceptions but i would bet more like those people CAN afford to upgrade they just don't give a rip. Like a lot of the people who live in my area. They could afford it, but see absolutely no point to having to fork out the cash. I'm not a big bad anti-Vista basher. To be honest I'm in Vista right now as I'm writing this. It's a alright Windows OS for Windows. I prefer FreeBSD or Solaris, but no accounting for taste. I'm sure A lot of people disagree with me on my favorite OS's. But personally, I haven't really been all that impressed with Windows since NT 4.0 and even that didn't make me do cartwheels. Any ways, as I see it, most people (all those folks who don't read /.) there is no motivation to do anything with their computer at all. Those who do feel compelled to do something are sick of the big PC industry bullying them. For 10 years now its been nothing but. "... now upgrade your software. now upgrade your hardware. now rinse and repeat." Again I know i'm not the big hotshot living in New York or LA, just a local yocal that lives in BFE Oregon. I have no clue or concern on how attitudes change in cities that have a higher per populous of lawyers. But around here the attitude towards the entire PC industry seems to be "Whateva."

    10. Re:Not licenses - users by Weedlekin · · Score: 3, Informative

      "Apple is the #3 seller of laptops on the planet right now"

      They're the #3 seller in the US. Worldwide, Apple's market share of computers is around 3%, which isn't enough to put them in the top 5 global laptop manufacturers.

      --
      I'm not going to change your sheets again, Mr. Hastings.
    11. Re:Not licenses - users by tehcyder · · Score: 1

      I don't know one single person who is using Vista as their home OS.

      Well, I know a lot of people who do (including most people who have bought a new PC or laptop in the last year or whatever), so what does that prove either way?

      Were you seriously trying to extrapolate from your personal experience that there were literally no people at all using Vista?

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    12. Re:Not licenses - users by DataPath · · Score: 1

      Ok, how about these numbers, then.

      There are still many systems sold with XP, even now after MS has discontinued it, via "downgrade rights".

      Every single one of those systems sold goes down on paper as a Vista sale, though.

      --
      Inconceivable!
    13. Re:Not licenses - users by Enderandrew · · Score: 1

      No, the above link of global statistics confirms what I'm reading everywhere. Apple has jumped to 7% market share since the release of Vista.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    14. Re:Not licenses - users by Enderandrew · · Score: 1

      My last company, we decided to avoid Vista on about 150,000 computers. I just moved to a small local company with about 2,500 computers. When I worked for HP, it was well before Vista's release. However, I wouldn't be shocked if HP was avoiding Vista internally as well.

      I also am a member of several computer help forums, and do computer repair on the side. I usually have 2-4 computers sitting in my office that I'm fixing for other people.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    15. Re:Not licenses - users by Simon+Brooke · · Score: 1

      But something like 1 in 5 users will have made a very significant investment in hardware and in Vista in less than two years.

      Or abandon Windows altogether.

      And an awful lot of organisations will do just that.

      --
      I'm old enough to remember when discussions on Slashdot were well informed.
    16. Re:Not licenses - users by coolsnowmen · · Score: 1

      I don't know one single person who is using Vista as their home OS.

      Well, I know a lot of people who do (including most people who have bought a new PC or laptop in the last year or whatever), so what does that prove either way?

      Were you seriously trying to extrapolate from your personal experience that there were literally no people at all using Vista?

      You extrapolated from the quote when it was unnecessary to do so. [s]he said,

      "there is no way I'm going to believe that Vista is at a 20% adaptation rate, at least not in this major Midwesten metropolitan area. Absolutely not."

      So in answer to your question. No, the Parent was NOT trying to say that there are literally no people using vista.

      Take his experience for what it is: real statistics from a small sample set.

    17. Re:Not licenses - users by Anonymous Coward · · Score: 0

      You and the rest of the slashdotters have painted the ultimate illusion of Vista, convncing yourselves that it is worse than ME and that because it didn't run on your old Atari hardware it is not worthy. The clones get old around here and everyone I know with a Vista laptop goes on with their life to use the laptop like they would any other day.

      No numbers or facts as usual around here and more wishful hoping, Slashdot has no credibility to try and hold up out there so they make outrageous statements lowering the standards all the time.

      That is the problem with FLOSS is that nobodies credibility is on the line so no one wants to take the blame when things go wrong or a product was designed badly, always an excuse like maybe ATI didn't support us enough or other scapegoat arguments. You cannot criticize them either for dozens of reasons and than get the original "well we have the source so now we can perfect everything". They love to dish it out to MS, but when somebody criticizes Open Source groups it all does down the drain and they get all butt hurt.
      Open Source has missed out when the roads were layed down and showed up late to the game expecting to cut to the front, their priorities were elsewhere and only later on did they wake up to the the PC gamer or average desktop. Nobody is telling(Bill Gates) them what to concentrate their resources on and it seems to branch out everywhere.

    18. Re:Not licenses - users by Endo13 · · Score: 3, Interesting

      None of which is surprising, given the differences between the circumstances of the releases of XP and Vista.

      1. XP initially wasn't a whole lot more than a facelift of Win2K. Which itself wasn't initially a whole lot more than a facelift of NT4.0 which initially was - well, you get the point. So while the development process that eventually resulted in XP was ongoing, they kept releasing versions of it along the way. This is perhaps the only *real* mistake they made when developing Vista.

      2. Microsoft really did choose a great point in the NT timeline to cross the system over to be their consumer operating system as well. Their latest attempt at a consumer OS had been an abject failure, customers were getting more and more disgruntled with the inherent instability of the 9x platform, the home PC market was really picking up steam, and home-user hardware was finally to the point that it could support an NT OS that had all the bells and whistles needed to make it appealing to said home users. So when XP came out it was almost a no-brainer to switch from the problems that were the 9x system - and even so a lot of people held back for 2+ years.

      3. XP had the advantage of being an upgrade from a clearly inferior system. Windows 9x was so much more limited in so many ways (couldn't even use more than 1 CPU!). Meanwhile, a lot of the improvements in Vista are not so obvious to the uninformed. It's not obviously more stable, and a lot of the small improvements don't immediately appear to be improvements because people have to re-learn shortcuts that they had been using for as long as 5 years or more.

      4. WinME came out barely a year and a half before XP. It's not hard to remember the flaws of the last version when it's been that recent. But by the time Vista came out, it was 3 years since SP2, which fixed the majority of the glaring issues XP had. By then many people forgot the initial troubles of XP, if they were around to see them at all.

      So sure, most people aren't going nuts over Vista. I don't use it (or like it) yet myself. But to say it's a failure compared to XP is false. In reality it's doing surprisingly well. In fact, if you want to point fingers the only real mistake you can point at that MS made while developing vista is that they didn't come up with at least one more *new* version of the old NT in the meantime to charge us for. So personally I'm happy keep using XP until I'm ready to upgrade to Vista, which will probably be in another 2 years or so. Meanwhile, many people I know are happily using and enjoying Vista.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    19. Re:Not licenses - users by Risen888 · · Score: 1

      Well, if this was the worst misunderstanding I got from that post, I didn't do too bad, considering I was like six shots in when I wrote it ;)

      Anyway, as another poster already clarified for me, no, of course my intention was not to imply that no one is using Vista. I'm sure somebody must be. Although I wouldn't even go so far as to say "most people who have bought a new PC." I'd say a lot of people who bought a new PC in the last year tried Vista for a month or so, jumped ship to XP or Ubuntu, and are now the very people trash-talking Vista and driving further adaptation down. It's become a self-feeding cycle now. But I digress.

      The point of my anecdote was this: I'm in a lot of coffee shops, I see these damn hipsters every day, and not even 20% of those people are running Vista. A few of them are, certainly, but 1/5? No way. And these are the very same people you point to in your reply, the ones that "bought a new PC or laptop in the last year." These are new machines owned by non-technical people, the laptops undoubtedly came with Vista. They're not running it now, in overwhelming numbers. So if the early-adapter, "I buy a new laptop every couple years" crowd isn't running Vista, who the hell is?

      And as I said, among the people I do work for, exactly zero of them are running Vista (and thank god for that). This datum, of course, only proves what we already knew, that people are not interested in "upgrading" their existing systems to Vista, so I'm not going to put too much stock in it.

      The point. What was my point, again? Oh yeah. Twenty percent. No way, man. I can only speak for the people I meet, and the computers I see, in the town I live in. But they're the numbers I've got to work with, they're what I base my marketing on, so I hope they're somewhat accurate. And I'm telling you that there is no. damn. way. that 20% of these people and these computers in this city are running Windows Vista. YMMV, and obviously does.

      (As an aside, I just noticed my writing sounds mostly the same whether I'm drunk or not. Does this mean I should drink more or less?)

      best wishes
      -p.

      --
      Hey, I finally got my first freak! Took you long enough!
    20. Re:Not licenses - users by scribblej · · Score: 1

      I mean, how many times do you have to hear the exact same story from how many different people before you admit it's the truth?

      You've obviously never been to a UFO-believers convention. Or talked to a religious person.

    21. Re:Not licenses - users by Weedlekin · · Score: 1

      "the above link of global statistics confirms what I'm reading everywhere"

      What link to global statistics would this be? I can't see one in your post.

      "Apple has jumped to 7% market share since the release of Vista."

      Apple just announced record sales of around 2.5 million computers in a quarter when total world sales were 79.5 million units, which means they accounted for less than 3.2% of global sales. They would have needed to ship 6 million computers in that quarter to attain 7% of the market.

      The global top 5 for the most recently published quarter is as follows:

      Hewlett Packard: 19%
      Dell: 14.6%
      Acer: 9.6%
      Lenovo: 7.6%
      Toshiba: 4%

      --
      I'm not going to change your sheets again, Mr. Hastings.
    22. Re:Not licenses - users by Enderandrew · · Score: 1

      Slashdot itself had an article not too long about Apple reaching #3.

      The link was a few posts above, exactly like I said.

      http://marketshare.hitslink.com/report.aspx?qprid=8

      Apple has 7.76% global market share. They're almost at 8%.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    23. Re:Not licenses - users by Weedlekin · · Score: 1

      "Slashdot itself had an article not too long about Apple reaching #3."

      The article was about US figures, not global ones.

      "The link was a few posts above, exactly like I said."

      That's one company's figures based on browsers (there are many other equivalent ones from other sources which tell a completely different story). Not every computer out there has access to the Internet -- indeed, corporates, who are by far the biggest buyers of computers, are being more and more restrictive about it every day because of security concerns, so no measure of web hits can provide a picture of real-world computer usage.

      NB: my figures are based on those from IDC, who use each company's own measure of PCs shipped to define their share of the current computer _market_ (a market is a place where things are bought and sold, not one where they're used for a single specific application).

      --
      I'm not going to change your sheets again, Mr. Hastings.
    24. Re:Not licenses - users by Enderandrew · · Score: 1

      NPD doesn't publicly list their numbers, and yet people quote them all the time. They're supposed to be the industry standard for actual machines out.

      The numbers you quoted were one source I've never heard of, and and only list new PC sales for the quarter. I'm not sure if those PC sales include laptops or not. Some people list laptop sales seperately, and that is where Apple is making the largest strides right now.

      Browser usage shows the number of PCs connected to the internet, and reflects real-world usage, as opposed to quarterly sales. Global browser usage shows Apple with a close to 8% market share, which mimics the claims I've seen from multiple sources that Apple has a 7% share of the global market right now.

      In the US, Apple had 14% of the US market share for new PCs in February. Everyone in the industry is noting their rapid ascent, and Microsoft's plummeting market share.

      I'm not sure how you are trying to deny that.

      http://www.macrumors.com/2008/03/17/apples-pc-marketshare-up-to-14-percent-for-february-2008/

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    25. Re:Not licenses - users by Weedlekin · · Score: 1

      "NPD doesn't publicly list their numbers, and yet people quote them all the time. They're supposed to be the industry standard for actual machines out."

      The figures I quoted are from IDC, not NPD. NPD provides primarily (but not exclusively) US-based retail information from stores, so it doesn't cover online sales, which means that Dell aren't represented at all, and it also doesn't include corporate contract sales, which dwarf the number of machines sold at retail.

      "The numbers you quoted were one source I've never heard of"

      Google for IDC -- they're extremely well known, and widely quoted in the computing media.

      "and only list new PC sales for the quarter. I'm not sure if those PC sales include laptops or not."

      They are are aggregates for all PCs, i.e. desktops and laptops. The new low-end "netbooks" aren't included however, although this may change in the future.

      "Browser usage shows the number of PCs connected to the internet"

      It measure what specific browsers reported themselves as when hitting the sites that one organisation collects statistics on. This is not the same as the number of machines connected to the Internet, because:

      1) Not all Internet-connected machines use browsers. Some are only for EMAIL, others use distributed "thin client" applications, and still others are dedicated servers of various types.

      2) Those that do use browsers may not browse any of the sites that a particular organisation collects statistics for. There are hundreds of millions of sites out there, and any organisation that claims to have figures for more than a very small subset of them is quite frankly lying.

      3) Some browsers have the capability to "spoof" other browsers to prevent being blocked by (for example) sites that only claim t o work with IE. It's quite common for Linux browsers to be set up to report themselves as being IE 6 on Windows for this reason.

      "Global browser usage shows Apple with a close to 8% market share"

      It shows Apple with 8% of the hits on the sites that one organisation collects statistics on. This is not the same as having 8% of global browser usage, and global browser usage does not measure what percentage of computers _in use_ are Apples, and the percentage of computers in use does not measure market share, which is nothing more or less than the number of machines sold over a defined period compared to those from other manufacturers in the same sector.

      "which mimics the claims I've seen from multiple sources that Apple has a 7% share of the global market right now."

      I've not seen any _market research_ source (including Apple's) claim that they have anything like what you're saying. A market is measured by sales, not how many hits on a tiny subset of the world's Internet sites were from Apple machines.

      "I'm not sure how you are trying to deny that (link to US figures)"

      I didn't deny anything about the US market. What I denied was your claim that they're the world's #3 laptop maker, because they're not -- Lenovo are, followed by Acer, followed by Toshiba. If Apple's growth continues at its current rate, they could well end up displacing Toshiba for #5 spot in a year or two, but that would still only put them in 5th place, not third.

      NB: the US has always been a much better market for Apple than any other country except Switzerland. They're now doing fairly well in some European countries (but by no means all of them), but have only a tiny share of the Asian market.

      --
      I'm not going to change your sheets again, Mr. Hastings.
    26. Re:Not licenses - users by westlake · · Score: 1
      I don't know one single person who is using Vista as their home OS. Zero. Nada. None.
      .

      The ratio of OEM Vista to OEM Linux at Walmart.com is about 50:1. The Athlon LE at $350. The HP Elite Intel Quad Core with 64 bit Vista at $1700.

      Walmart isn't known for keeping product in stock that isn't moving. I spend a fair bit of time in hipster coffee shops (don't judge me, it's part of my job), the patrons of which I take as a fairly good bellwether of consumer tech

      The hipster coffee shop has fallen on hard times. Starbucks coffee is too expensive, new survey says

    27. Re:Not licenses - users by westlake · · Score: 1
      Every single one of those systems sold goes down on paper as a Vista sale, though
      .

      I repeat myself here. Net Applications is - not - tracking licenses. It is tracking users on the web. I haven't heard any complaints about the numbers they post for Firefox 3.

    28. Re:Not licenses - users by Risen888 · · Score: 1

      The ratio of OEM Vista to OEM Linux at Walmart.com is about 50:1.

      I don't see the relevance of this. At the very title of the thread states, we're not talking about sales here, we're talking about users. That's the whole point of my argument.

      --
      Hey, I finally got my first freak! Took you long enough!
    29. Re:Not licenses - users by Bota · · Score: 1

      I don't know anyone personally who has told me one positive thing about Vista, or stayed with it more than two months.

      You insensitive clod! My install of vista has been sitting on a partition 'just in case' for about 6 months. Doesn't mean it has been booted. but its there.

      --
      King Kong Died For Your Sins
  43. Why not fork it? by Selanit · · Score: 1

    Professional apps (CAD/simulators/visualizations...) make up the majority of the OpenGL market and they have to be supported for decades (no, military or airlines do not buy a new training system every two years ...)

    So breaking compatibility is deal breaker.

    Hmm. If OpenGL is being maintained primarily for CAD developers and other people who require stable, long-term APIs, then perhaps the people who maintain the API should explicitly announce that as their goal.

    I'm not trying to be snarky. If the needs of game developers are so incompatible with the needs of CAD developers, why not declare OpenGL for CAD and start a new group to focus on the needs of game developers?

    There'd probably be a lot of resistance to that, though. Not to mention the many difficulties involved in assembling a group and producing a spec that the developer community (and their employers) can agree on. But it might be worth it.

  44. Not completely a "fail" by Prune · · Score: 3, Informative

    Take a look at this extension: http://www.opengl.org/registry/specs/EXT/direct_state_access.txt This is actually quite significant. I think it could form the basis of the object system that was promised but not delivered.

    --
    "Politicians and diapers must be changed often, and for the same reason."
  45. Re:Um, DUH!!! Who own OpenGL now? by 49152 · · Score: 5, Informative

    Please stop modding up this troll.

    That article is 6 years old.

    Most of those patents are hardware patents totally irrelevant for OpenGL (or Direct3D for that matter).

    Also, Microsoft is not a member of the group that actually writes the OpenGL specification. They have no vote on what gets in OpenGL or don't.

    Of course this might give them leverage on some of the hardware vendors (like Nvidia) that will have to implement the new OpenGL standard in the future. But history does not show them trying to use this in any way against OpenGL.

    But claiming they "own OpenGL" is nonsense.

  46. This sucks! by OrangeTide · · Score: 1

    I was really looking forward to a new architecture that can stay on the cutting edge. OpenGL seems rather important to companies like Apple which have no realistic way to have DirectX support, without using what is essentially a DX wrapper on top of OpenGL.

    Is it possible to fork the OpenGL API in an attempt to arm-twist a new design into it. Perhaps I am overly optimistic, but if an API looks attractive to Nvidia and ATI (and you could get those guys to look at it seriously) wouldn't it be possible to get it accepted?

    --
    “Common sense is not so common.” — Voltaire
  47. Nvidia by Archangel+Michael · · Score: 1

    Nvidia has one option at this point, and that seems to be "go home". Unless they pull something out of their Arse, ATI/AMD and Intel/Intel is going to clean up.

    Perhaps they can team up with VIA. The only other option for them is going to be embrace Open Source and build a OpenGL optimized chip, and help build OpenGL with the community.

    --
    Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
  48. Wut OpenGL? by panda+cakes · · Score: 1

    In game development OpenGL has been relevant only for few years when DirectX was not available on all Windows platforms so you had to use OpenGL if you wanted to run on 9x and NT. It's not like somebody has been seriously targeting WinNT users as their game's audience but development was much easier under NT. With W2K supporting DirectX in NT environment there was no reason to use OpenGL in commercial mainstream development any more. These "furious developers" are probably some hobbyists, professional developers still using OpenGL are working on Macs or mobile devices and don't care about cutting-edge features since their target hardware would not support them anyways.

  49. Re:Hard to believe the new standards change anythi by LordMyren · · Score: 1

    Thankfully Intel was smart enough to give up and have hired PowerVR to build the integrated graphics for the upcoming Atom chipsets. X3100 was never going to fit in a mobile world, and, from my perspective, had no hope of ever getting with the times. Their DX10 performance is... ghastly. PowerVR at least will continue to invest in their stack and cares about making a viable graphics product.

    You know its bad when the embedded world is more state of the art than 98% of PCs. The same PowerVR tech going into Atom is being put on-die with ARM chips. Intel was about to get paced by a mobile device, before they bought in.

    And heres where I think it all comes together beautifully: if Intel doesnt "come to jesus" and stop holding up the entire computer market, I believe AMD will be able to leverage their far superior integrated chipsets to capture huge amounts of Intel's CPU business. OEMs are quite aware that the best bargian CPU in the world is useless without a display subsystem to make use of it, and AMD has been leading the charge on making an ecosystem of integrated chipsets, mobile devices, and really good low end graphics chips. Hybrid Power is a great example of how to leverage a reasonably fast very low power integrated chipset with a high performance video card.

    All these details and circumstances aside, the bottom line is that I just cannot imagine the computer industry permitting Intel to keep getting by with such abysmal and useless crap. Its holding everything up, and its gonna change.

  50. Explanation from OpenGL ARB Working Group Chair by kmike · · Score: 5, Informative

    Basically they've got tangled in the implementation details and decided to play it safe with OpenGL 3.0 instead of starting from scratch.

    ========
    What happened to Longs Peak?

    In January 2008 the ARB decided to change directions. At that point it had become clear that doing Longs Peak, although a great effort, wasn't going to happen. We ran into details that we couldn't resolve cleanly in a timely manner. For example, state objects. The idea there is that of all state is immutable. But when we were deciding where to put some of the sample ops state, we ran into issues. If the alpha test is immutable, is the alpha ref value also? If we do so, what does this mean to a developer? How many (100s?) of objects does a developer need to manage? Should we split sample ops state into more than one object? Those kind of issues were taking a lot of time to decide.

    Furthermore, the "opt in" method in Longs Peak to move an existing application forward has its pros and cons. The model of creating another context to write Longs Peak code in is very clean. It'll work great for anyone who doesn't have a large code base that they want to move forward incrementally. I suspect that that is most of the developers that are active in this forum. However, there are a class of developers for which this would have been a, potentially very large, burden. This clearly is a controversial topic, and has its share of proponents and opponents.

    While we were discussing this, the clock didn't stop ticking. The OpenGL API *has to* provide access to the latest graphics hardware features. OpenGL wasn't doing that anymore in a timely manner. OpenGL was behind in features. All graphics hardware vendors have been shipping hardware with many more features available than OpenGL was exposing. Yes, vendor specific extensions were and are available to fill the gap, but that is not the same as having a core API including those new features. An API that does not expose hardware capabilities is a dead API.

    Thus, prioritization was needed, and we made several decisons.

    1) We set a goal of exposing hardware functionality of the latest generations of hardware by this Siggraph. Hence, the OpenGL 3.0 and GLSL 1.30 API you guys all seem to love ;\)

    2) We decided on a formal mechanism to remove functionality from the API. We fully realize that the existing API has been around for a long time, has cruft and is inconsistent with its treatment of objects (how many object models are in the OpenGL 3.0 spec? You count). In its shortest form, removing functionality is a two-step process. First, functionality will be marked "deprecated" in the specification. A long list of functionality is already marked deprecated in the OpenGL 3.0 spec. Second, a future revision of the core spec will actually remove the deprecated functionality. After that, the ARB has options. It can decide to do a third step, and fold some of the removed functionality into a profile. Profiles are optional to implement (more below) and its functionality might still be very important to a sub-set of the OpenGL market. Note that we also decided that new functionality does not have to, and will likely not work with, deprecated functionality. That will make the spec easier to write, read and understand, and drivers easier to implement.

    3) We decided to provide a way to create a forward-compatible context. That is an OpenGL 3.0 context with all deprecated features removed. Giving you, as a developer, a preview of what a next version of OpenGL might look like. Drivers can take advantage of this, and might be able to optimize certain code paths in the forward-compatible context only. This is described in the WGL_ARB_create_context extension spec.

    4) We decided to have a formal way of defining profiles. During the Longs Peak design phase, we ran into disagreement over what features to remove from the API. Longs Peak removed quite a lot of features as you might remember. Not coincidentally, most of those features are marked deprecated in OpenGL 3

  51. opengl wrong direction for us by Anonymous Coward · · Score: 0

    OpenGL was never really intended for games. Yes it has some things in common with what game developers want but it was never a solution the way directx is. Unfortunately the alternative OS community (linux, apple, etc) relied too much on opengl as a game panacea, when it is not, and instead of coming up with a real alternative.

    1. Re:opengl wrong direction for us by ThirdPrize · · Score: 1

      That is the joy of Open Source. There isn't a games dept with a manager who says "we need x, y and z" to be able to develop serious games". You just have a bunch of hackers who find a library out there that does some of what they want and develop round that. By the sound of it, if OGL3 was that different it should have been called something else. Leave OGL2 for the CAD people and start something games based for the games people.

      --
      I have excellent Karma and I am not afraid to Troll it.
  52. Seriously though, by axlr8or · · Score: 0

    How many of you were waiting for the release? There will be many more people happy to still be secure in knowing they can use GL the way they have been.

  53. The problems are different by Anonymous Coward · · Score: 0

    The issue is very simple; not enough people are getting involved. The reason they cut features is because they didn't have time to write them. If people wanted more features, they should have got involved. Since to be honest, you need to know a lot about 3D graphics hardware to write a good spec like this, almost everyone who could have got involved works for a company who's a khronos member. This is different to the XFree86 situation where the people in charge were actively blocking progress. OpenGL seems to be a bunch of people who are sufficiently senior that they can go to conferences even if their companies don't really think it's worth it, and who personally care about the spec. It's not going to get anywhere until people are turning up because their companies care and want a decent spec.

  54. Make DirectX cross-platform by pinkfloydhomer · · Score: 1

    If DX was made cross-platform, I bet it would be easier for game developers to target other platforms with DX.

    Why haven't someone made DX for Linux?

    1. Re:Make DirectX cross-platform by Anonymous Coward · · Score: 0

      Are you fucking retarded?

    2. Re:Make DirectX cross-platform by slashdotlurker · · Score: 1

      You should build on your expected success in getting DX to be cross platform and convince Microsoft to release cross platform versions of Microsoft Office, Visual *, etc.
      (not) waiting with baited breath.

  55. Probably lots of astroturf on this story by bit01 · · Score: 1

    Yes. DX9/10 is absolutely critical to M$ keeping many developers locked to M$Windows. You think they won't be trying to convince uncommitted and new developers that OpenGL is no good with lots of FUD and propaganda?

    This release of a new OpenGL version is going to lead to a "marketing" onslaught - it's worth it for an unethical company like M$ to spend hundreds of thousands of dollars for this alone. Just look at how much they spent on OOXML.

    Look at all the baffle-them-with-bullshit anonymous and other posters here mysteriously mod'ed up to +4 and +5, in many cases probably by sock puppets. Look at all the posts that repetitively try to imply OpenGL isn't complemented by many other libraries.

    M$ has a long history of astroturfing, slashdot included and some marketing scum even like to fraudulently pretend that anonymous posting on behalf of companies is ethical.

    OpenGL is perfectly adequate for the vast majority of graphics applications out there, including games, (e.g. Spore). There are already widespread complaints about game designers sacrificing gameplay for graphics. To worry about graphics minutiae now is suspect at best.

    ---

    Beware deceptive astroturfers.

    1. Re:Probably lots of astroturf on this story by robthebloke · · Score: 2, Interesting

      OpenGL is perfectly adequate for the vast majority of graphics applications out there, including games, (e.g. Spore).

      adequate != ideal

      Unfortunately, OpenGL in it's current state is far from ideal. It's the ease of use of D3D when compared to OpenGL that makes developers targetting the Windows platform use D3D. Not to mention the maths library. The debugging tools (Pix). The samples. The documentation. Etc Etc.

      DX9/10 is not critical for *keeping* developers on windows. The sheer number of windows users does that well enough already.

      Developing with OpenGL is do-able (It's core to the App's i work on), but when you get support tickets with things like:

      * Texturing has errors on a Voodoo 5.
      * Crashes on ATI radeon.
      * Widgets not visible on Intel X3100.
      * Overlay's not visible on 3D labs Wildcat

      It does start to get a little bit depressing....

    2. Re:Probably lots of astroturf on this story by tyrione · · Score: 1

      Keep whining until OpenCL arrives and you realize the reasons for OpenGL 3.0 being rethought of and how OpenCL will complement OpenGL. People, Microsoft is worried not about OpenGL 3.0 but is worried about OpenGL, it's many children/brethren and OpenCL.

    3. Re:Probably lots of astroturf on this story by bit01 · · Score: 1

      Unfortunately, OpenGL in it's current state is far from ideal.

      There's always room for improvement.

      It's the ease of use of D3D when compared to OpenGL that makes developers targetting the Windows platform use D3D.

      They could be targeting all platforms with little extra effort. It's only M$ that doesn't want that to happen.

      Not to mention the maths library.

      Hello? I feel like I'm talking to a marketing zealot here. Read my post. What part of "Look at all the posts that repetitively try to imply OpenGL isn't complemented by many other libraries." do you not understand? There are any number of free math and matrix libraries available. Sorry for the harsh tone but I get heartily sick of developers who treat software labels as software. Because the software blob labeled "OpenGL" doesn't correspond 1:1 with the software blob labelled "D3D" does not mean that there aren't other software blobs available under other names that will fill at least some of the software gaps. Despite what labels marketing 'droids attach to what software blobs. Oh, and BTW "integrated software" is marketing speak for "we own all the pieces ie. we own you." Open interface standards are far preferable to "integration" in a free market.

      The debugging tools (Pix). The samples. The documentation.

      Equivalents all available for OpenGL as well.

      DX9/10 is not critical for *keeping* developers on windows.

      It's certainly important. It is probably the only major M$ software library that doesn't have some direct equivalent on other platforms. If programmers were no longer tied to DX9/10 it would be much easier to target portability for a large application class.

      The sheer number of windows users does that well enough already.

      Games developers are already targeting multiple platforms including M$, Sony, Nintendo, Nokia etc. They would jump at true portability if they could. That's why M$ very carefully promotes the perception that portability is difficult. Hence all the astroturf. Portability doesn't have to be difficult but if they can create a self-fulfilling prophesy they will go for it. Unfortunately far too many developers believe them uncritically.

      Your comment about the device driver bugs is makes sense though my understanding is that's a mainly a problem with the driver developers, not OpenGL.

      ---

      Where interoperability information is protected as a trade secret, there may be a lot of truth in the saying that the information is valuable because it is secret, rather than being secret because it is valuable -- Neelie Kroes

    4. Re:Probably lots of astroturf on this story by robthebloke · · Score: 1

      There's always room for improvement.

      Exactly. That's what OpenGL 3.0 was supposed to be - an improvement. We've been preparing for it for the last couple of years, only to be let down at the last moment. I'm not angry about that, just sad. I've spent the last 10 or so years working with OpenGL, and for some time it's been in desperate need for a clean break in order to remove the dependency on legacy cruft. Working in OpenGL often feels like you've been presented with 101 ways to skin a cat. Rendering a triangle in OpenGL is a good example. Display Lists, VBO's, VBA's, vertex arrays, immediate mode, NV fence, VAR, CVA, MultiDraw Arrays, interleaved arrays, and the list goes on. In D3D you have 2 methods - DrawPrimitive() or DrawIndexedPrimitive() and that's it. Any sane person would quickly realise that it's going to be a hell of a lot easier writing a driver for that than the GL methods.

      They could be targeting all platforms with little extra effort. It's only M$ that doesn't want that to happen.

      You didn't read my response correctly. If a developer is targetting windows only, you have 2 choices, D3D or GL. The difference in driver quality between D3D and GL is pretty big - due primarily to the current complexity of the openGL spec. A D3D driver in comparison has none of that legacy cruft and the result is relatively stable drivers for more or less every graphics card (Intels graphics cards are a good example - appalling openGL support!).

      Hello? I feel like I'm talking to a marketing zealot here.

      No, you're talking to an openGL programmer who writes animation software for a living (which incidentally is cross platform). Have you not been following anything that's been going on here? There is no astro-turfing going on for god's sake - In this instance Microsoft has been able to sit back and watch with amusement as the khronos group have erected their own gallows and hung themselves.

      What part of "Look at all the posts that repetitively try to imply OpenGL isn't complemented by many other libraries." do you not understand?

      I understand you perfectly - from experience they tend to be a bit of a mixed bag. More often than not, those libraries use display lists, immediate mode etc etc - all the things you don't want to be using in a high performance graphics app.

      There are any number of free math and matrix libraries available.

      Which are SSE optimised, fully featured, unit tested and include full documentation?

      Your comment about the device driver bugs is makes sense though my understanding is that's a mainly a problem with the driver developers, not OpenGL.

      It's not the driver devs, it's the GL spec that is the problem, plain and simple. ATI and Nvidia originally proposed GL3.0 as a way to simplify the driver writing process and better expose the power of the hardware to OpenGL. Take for example glBindTexture. Are you compiling a display list? Is aprogram bound? Does the texture object exist? (The spec makes no requirement for you to use glGenTextures() to generate the ID's - so the driver has to deal with those rare cases - even though few devs actually do that). The process of binding a texture has to interoperate with a multitude of legacy extensions, the vast majority of which are not used by developers these days. The net result is that the drivers are complicated, and anywhere upto 10% slower than they need to be (NVidia's figures, not mine). Take a look through some of the GL extensions and have a look at the dependencies section. That might start to give you an inkling as to why the drivers are buggy - It's a damned hard spec to code a driver against.

      Lets take another example, geometry shaders. DX10 has had geometry shaders that run on ATI, Nvidia and Intel cards since it's release. OpenGL 3.0 was supposed to add them as a core part of the spec. It didn't. So now

  56. libGCM by Anonymous Coward · · Score: 0

    What does the GCM in the Playstation3's libgcm library actually stand for? When I see those letters the only thing that springs to mind is "Game Cube Megadrive", and that can't be right.

  57. Just a suggestion by Durkheim · · Score: 1

    May I suggest to look at this explanation posted by somenone who worked on the spec. It gives a list of clues of why the API is in that state.

  58. Nobody else did. by Anonymous Coward · · Score: 0

    "nVidia had the supporting hardware first, but rather than make it an extension specific to their drivers, they implemented it and submitted it as a GL_EXT extension - one that everyone should implement. Nobody else did."

    Patents?

    1. Re:Nobody else did. by niteice · · Score: 1

      Probably not, ATI had supporting hardware several months later. nVidia was only first to market, nothing more.

      --
      ROMANES EUNT DOMUS
  59. Alternatives by RAMMS+EIN · · Score: 1

    ``The developer community is generally furious, with many game developers intending to jump ship to DX10. Is this the end of cross-platform 3d on the cutting edge?''

    Not as far as I am concerned. What it means to me is that we need to go looking for, creating, and rallying behind alternatives. DirectX can't be it, as it would tie us to the whims of a single vendor. OpenGL once was king, but I can't help but think it's failing. Everything I have seen starting with 2.0 has been disappointing. Besides, although I haven't really dug deeply into it, it seems to me that OpenGL's model isn't particularly good for efficient implementation in either hardware or software.

    So, to kick it off, here is my wishlist:

      - Standardization of a programming interface at the hardware level. How is it that there are hundreds of video card models that all provide the same functionality, but require different code to use it? Let's come up with some programming interface for a set of basic functionality, at least. So that you can put in your video card and have it work.

      - Decoupling of the hardware interface from the software API. We don't have to require developers to bend over backwards to fit their program in the way the hardware works. We can have any number of different software APIs we want, and have developers pick the one that suits their program best. Eventually, this will, of course, have to be communicated to the hardware in a way the hardware understands. But exactly how the translation happens and how much of it happens in dedicated (as opposed to general-purpose) hardware need not be standardized.

    Eventually, I could see a number of high-level software APIs being standardized, with hardware supporting subsets of those, in addition to the standardized base interface that all hardware supports. So you would get, for example, a low-end card supporting only the standard base hardware interface, with translation of high-level constructs from the software APIs happening in software, and a high-end card accelerating much of this translation by doing it in hardware.

    --
    Please correct me if I got my facts wrong.
    1. Re:Alternatives by Watson+Ladd · · Score: 1

      Or Mesa could implement DirectX?

      --
      Inventions have long since reached their limit, and I see no hope for further development.-- Frontinus, 1st cent. AD
    2. Re:Alternatives by mweather · · Score: 1

      Or Microsoft could do it for them.

  60. They should have run with OpenGL ES by Joce640k · · Score: 3, Interesting

    As a developer I'd like to see OpenGL ES given priority over OpenGL. OpenGL ES matches the hardware much better than OpenGL does.

    OpenGL itself could be implemented as a library on top of OpenGL ES. This would move all the legacy crud out of the main driver and make the jobs of driver writers a lot easier (an OpenGL ES driver is a lot smaller than an OpenGL driver).

    OpenGL ES could become the basis for Linux graphics drivers instead of OpenGL (why does a window manager need all those OpenGL functions? It doesn't...)

    --
    No sig today...
    1. Re:They should have run with OpenGL ES by TheRaven64 · · Score: 1

      As a developer I'd like to see OpenGL ES given priority over OpenGL. OpenGL ES matches the hardware much better than OpenGL does.

      OpenGL ES is a nice API, but it's defined in terms of differences with the 'full' OpenGL. Now OpenGL 3 is out, expect a new version of OpenGL ES. ES is already supported on a huge number of mobile devices, and there are plans to integrate it into DRI with the new Gallium3D architecture.

      OpenGL itself could be implemented as a library on top of OpenGL ES. This would move all the legacy crud out of the main driver and make the jobs of driver writers a lot easier (an OpenGL ES driver is a lot smaller than an OpenGL driver).

      The Gallium architecture completely removes any userspace API code from the driver. OpenGL and OpenGL ES both have their own state trackers (shared by all drivers) which send commands via a well-defined low-level interface.

      OpenGL ES could become the basis for Linux graphics drivers instead of OpenGL (why does a window manager need all those OpenGL functions? It doesn't...)

      A lot of modern window managers handle compositing as well as traditional window manager functions. For this, they use XRENDER or OpenGL. The Gallium3D architecture provides clean mechanisms for accelerating both.

      --
      I am TheRaven on Soylent News
  61. Cake by JagRoth · · Score: 1

    There will be cake...

    The cake is a lie...

    Sounds more like a computer game than a graphics specification...

  62. capitalistic monopolies by SaberTaylor · · Score: 1

    "Unfortunately for those of us on Linux/Mac, a lot of Windows developers don't care."

    Games are different from other software in that free software isn't a good development model to make blockbusters like Fallout 3, Diablo 3, or Oblivion versus software that is "easier" like Apache, Samba, and the Linux kernel. Maybe since games depreciate?

    Game developers eat food. Maslov's hierarchy of needs would put starvation over "caring" even if they did "care" about the /. cottage industry of technological egalitarianism. I think there's a disconnect here between /. and the market. Waving ad misercordium around is good and all unless you think it is going to change capitalistic decisions for throwaway software when the most profitable decision by far is DirectX. Unless you can change the economics, there's no use appealing to sentiment.

    --
    If you need text styles to communicate then you don't have a message.
    1. Re:capitalistic monopolies by SanityInAnarchy · · Score: 1

      Games are different from other software in that free software isn't a good development model to make blockbusters like Fallout 3, Diablo 3, or Oblivion

      That's got nothing to do with development, and everything to do with content.

      I would argue that free software would be an excellent model for game engine development, but this hasn't proven to be true -- the existing open source engines are both fragmented and bad, or at least, have no good demos.

      But, for example, if the larger studios decided to share engine code, it would significantly cut costs, if even two studios did this.

      Unfortunately, it seems they'd rather try to package up their engine and sell it.

      Unless you can change the economics, there's no use appealing to sentiment.

      I wasn't. Read the next paragraph of that post.

      --
      Don't thank God, thank a doctor!
  63. Apples and Oranges by westlake · · Score: 1
    They're the #3 seller in the US. Worldwide, Apple's market share of computers is around 3%
    .

    Not to mention the fact that Apple is your only source for an OSX laptop In the OEM Windows market, any number can play.

  64. And now for something completely different by TehZorroness · · Score: 1

    Maybe it is time for OpenGL to be replaced. Trust me, I'm well aware that it would be an enormous burden, but with more and more graphics cards receiving free software drivers, it's more likely now then ever.

  65. shit? by methuselah · · Score: 1

    You think their products are shit? as opposed to what? obviously you have a vast knowledge on the topic. it sure would be enlightening to hear you expand on your flame. nothing linux or apple has to offer even comes close to providing an alternative. as to the OPs opinion his point is valid. why would that code base ever be ported? there is no incentive unless the platform they are on just becomes massive fail. they used to support unix back in the day. If I had one wish it would be that they open sourced r10 or something. why they would i can't answer but, it sure would be interesting to see what would happen. then you could make some "not shit" and back up that big mouth of yours...

    1. Re:shit? by Anonymous Coward · · Score: 0

      WTF? CATIA and Pro/E both run on linux, ya know. Better than Autodesk stuff (but correspondingly expensive)

    2. Re:shit? by methuselah · · Score: 1

      These are better? Design a hospital with pro e. You know people design more than manufactured widgets with cad stations. As far as CATIA is concerned my only experience with that was in the 90's and you want to talk about shit. That is too nice a word for that software. Catia is better how? I just don't get that at all. I figured you would try and dredge up microstation as it could be argued that it is actually useful. Its real easy to take shots at the big guys. They are after all big and slow, they make a great target. There are lots of things that autodesk is up to that just mystify me and seem stupid no doubt. Overall though I have seen their products improve and their prices go down and this without any real competition. So I will just consider my question unanswered and frame my opinion of the value of your input accordingly. Anyone can respond with a quip about this piece of crap or that piece of crap running on linux. I like linux don't get me wrong its a nice little busy box toy that I can use for a distraction. As to is real usefulness to a graphics professional it offers nothing. We can argue about how important that is but, I'd have to say its probably more important than most people here would admit. So to argue about open gl and its usefulness is really pointless.

    3. Re:shit? by Hal_Porter · · Score: 1

      You think their products are shit? as opposed to what?

      StallmanCAD

      --
      echo -e 'global _start\n _start:\n mov eax, 2\n int 80h\n jmp _start' > a.asm; nasm a.asm -f elf; ld a.o -o a;
    4. Re:shit? by methuselah · · Score: 1

      that's funny...

      are we gonna have to prefix it with GNU/ or get flamed interminably by him?

  66. Time stops for no man. by westlake · · Score: 1
    For the same reason that people do not want to use the DirectX 10 Engine, because it is proprietary and serves little...purpose outside of the hardware and operating system it was built to run efficiently on.
    .

    But that is going to be a lot of hardware not so very far down the road.

    DX10 isn't just graphics - and the first generation integrated DX10 graphics chip sets from Intel and AMD are here now.

    32 Bit MS Vista -> 64 Bit Windows 7. DX10 -> DX11.

    You can't let OGL slip further and further behind the versatility and performance of what will become the mass market Windows PC - and not see the guys in engineering and the sciences begin to jump ship.

  67. Par for the course response from GL Luddites by Anonymous Coward · · Score: 0

    Sorry for flaming. I shouldn't be a dick, even to high UIDs.

    OpenGL crusties always behave like dicks whenever their beloved crufty API is questioned. I've seen it time and again, it seems to go with the territory. They like to think that they're modern experts, but in reality they're full-blown Luddites.

    I think Gallium's going the right way in trying to raise the level of graphic abstraction. It will give progressive graphics programmers a clean and modern environment to use, while leaving the GL crusties to wallow in their Jurassic backwater and not waste time arguing with them.

    1. Re:Par for the course response from GL Luddites by MostAwesomeDude · · Score: 1

      Oh, you don't understand at all.

      Gallium is only a layer. You can't program Gallium directly. Instead, you write OpenGL code, and OpenGL -> Gallium -> hardware.

      --
      ~ C.
  68. I miss Glide by Anonymous Coward · · Score: 0

    now that worked smoother than OpenGL and 10x better than DX

    1. Re:I miss Glide by Creepy · · Score: 1

      GLIDE was Open Sourced just before 3dfx was bought by nVidia. http://glide.sourceforge.net/

      Feel free to port it to other cards ;)

  69. Disasterous design considered useful by Latent+Heat · · Score: 2, Insightful
    I don't know, maybe it is one of those things like exercising an hour per day or avoiding high calorie foods or making sure you go to the dentist every 6 months. Separating your code into "generic C++ for the numeric and modelling parts" and GUI library-specific code for the GUI part is common sense, good for you, and probably a lot harder than you think.

    Granted, there are probably large portions of the code that constitute algorithms and data structures that don't need to have GUI-specific code in them. We have all seen designs where GUI calls are dispersed in those algorithms when they can be put elsewhere.

    But on the other hand, perhaps as much as half the lines of code in one of these apps has something to do with the GUI or the expression of the data into the graphical display. Suppose your target was OpenGL, but to not get too "locked down" to OpenGL, you abstracted the calls to OpenGL with some kind of wrapper. OK, now the edict comes down from the PHB to change everything over to DX10 or OpenGL 3.XXX, you say, "Piece of cake, I will just rewrite that wrapper."

    Fine, but you are probably using the capabilities and perhaps quirks of OpenGL. At some deep level, you are probably tied to the way of thinking OpenGL has about how to do graphics. You have this wrapper, but is most likely one of Joel Spolsky's "leaky abstractions" of OpenGL anyway, and it may be far from trivial to adapt this wrapper to the Next Best Thing.

    The other approach you can take is say, "I don't want the fortunes of my CAD/CAM program tied to OpenGL, I will only use a minimal subset of OpenGL that appears to be common to DX and some other things. I won't even wrap to some of the fancier features of OpenGL so I don't get stuck -- if I need those features, I will implement them myself." This is essentially the Sun Java-Swing approach -- they code to the absolute bare essentials of the underlying GUI on whatever platform and they implement the bulk of what a GUI and a widget rendering library needs to do, essentially reinventing what a lot of Windows-GTK-QT-Quartz does in Java code.

    You can take the Java-Swing approach and indeed have API-specific code now contained to a small area. You can do this because a large area of your code is essentially your own home-brew buggy reimplementation of a lot of what is in OpenGL. Sun got a lot of criticism for Swing for the low performance for doing this, and implementing Swing I imagine was a major undertaking, but Swing exists and it has been around long enough for incremental improvement to get it to the point of usability for what a lot of people want to do with it.

    But to suggest that having OpenGL calls interspersed through half of a CAD/CAM app is "bad design" is perhaps optimistic thinking regarding how cleanly such an app can be separated into modules. The whole point of OpenGL is that it is platform neutral, and that OpenGL is in fact the wrapper to the underlying graphics library on the various ports of your app. So what you are saying is that the developer of a major CAD/CAM package has to have an in-house wrapper to what is already a platform-independent graphics wrapper because use of OpenGL constitutes lock-in to a platform?

    1. Re:Disasterous design considered useful by mdwh2 · · Score: 1

      I'm not talking about a GUI, I'm talking about OpenGL. OpenGL is not a GUI - the GUI in CAD applications would be done in standard UI APIs (Win32 or whatever), not OpenGL. If you meant it as an analogy, rendering is a lot more isolated in a CAD application compared with accessing a GUI.

      But to suggest that having OpenGL calls interspersed through half of a CAD/CAM app is "bad design" is perhaps optimistic thinking regarding how cleanly such an app can be separated into modules. The whole point of OpenGL is that it is platform neutral, and that OpenGL is in fact the wrapper to the underlying graphics library on the various ports of your app. So what you are saying is that the developer of a major CAD/CAM package has to have an in-house wrapper to what is already a platform-independent graphics wrapper because use of OpenGL constitutes lock-in to a platform?

      No, I'm saying that separating different parts of your functionality in your program is good practice. Most parts of the application shouldn't need to know about the specifics of the renderer - they just need to access it via an interface. This is standard practice. Even I in my hobby programs have managed to do this - and since I'm writing stuff for realtime rendering, I'm using more than what rendering code would be required in a typical CAD application.

      Are you seriously telling me that having OpenGL code spread across millions of lines of code is a good thing? It's nothing to do with whether the API claims to be cross-platform, it's about good design. More to the point, this very article is an example of why it is a bad thing. Even though OpenGL is cross-platform, hardware has changed, meaning that now OpenGL has a lot of legacy crap that they want to get rid of. Oh wait, but they can't, because of the way that programmers have used it.

      I work for a CAD company, and I haven't touched a line of OpenGL specific code in 8 years of working there. If other companies can't manage basic programming principles, I have no sympathy for them. What are they teaching these days?

  70. Gallium3D by DrYak · · Score: 1

    Wine will do this, eventually.

    Wine uses OpenGL to do the actual rendering AFAIK, it reads the DirectX function calls, but it doesn't interface with the hardware itself, it basically just implements the functions with OpenGL calls.

    By the time Wine implements a perfect DX10, maybe Gallium3D stack will be out and enable developers to easily build new API by directly interfacing the hardware using Gallium3D, instead of writing new-API-to-OpenGL wrappers.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  71. no by unity100 · · Score: 1

    only an idiot would value shape over content. we would both be better off without people like you commenting anyway - its inevitable that your mishap in valuing shape over content would reflect on your world view.

    1. Re:no by Abcd1234 · · Score: 1

      I didn't say I valued shape over content. I said presentation and content are *equally* important.

      Apparently you also need to work on reading comprehension, in addition to your writing skills.

    2. Re:no by unity100 · · Score: 1

      no they arent. content is always the core of what is being tried to convey.

      i told that it was inevitable for a person that values shape over content would reflect in other aspects of social conduct. and voila, observe the manner you are talking with.

      i do not have any obligation to study neither english presentation or comprehension, or writing, for i am turkish. still even in this case i know that ideas are the king, and words are just the means. you should get your philosophy straight before trying to teach other people grammar or writing. for former is universal.

  72. Holy freakin' over-reaction... by Anonymous Coward · · Score: 0

    Most of the people complaining are not OpenGL programmers nor driver developers.

    These people simply assume that the changes in the new spec are insufficient to give them that warm, fuzzy feeling inside, without comprehending what actually changed.

    Perhaps the changes aren't large enough to warrant a 3.0 moniker. However, with the capability to deprecate most of the fixed-function pipeline now, we will see the slimming down of the API to a manageable size. From there, perhaps, the object-oriented redesign (where object-oriented does not imply C++, since it will most assuredly be plain C) that was originally intended will be implemented.

  73. Re:Shotgun Marriage by HermMunster · · Score: 4, Interesting

    All problems stem from one company. Microsoft. Microsoft has been the reason that Vista's adoption is 1/2 what it was and it is the reason we have that much of an adoption as it is. What do I mean?

    Microsoft is forcing vendors to sell Vista instead of XP. Microsoft is also forcing hardware vendors to implement BIOS hacks to keep transitions from Vista to XP. This is evidenced by many factors, such as the lack of available XP drivers for these new pre-fab pre-installed Vista boxes.

    Keep in mind that this is not the case with custom built. Custom built machines can take XP or Vista, or any other.

    I remember back a while ago about the Foxconn debacle. I think there's something similar going on here. When you attempt to install XP on various hardware that came pre-installed with Vista you can get the OS installed. But if you attempt to install drivers for those components, if you can find them, there is an almost complete failure to get these components to function.

    This is not the case with all manufacturers. It is the case with Gateway and with Toshiba. Both of these manufacturers are forcing Vista installs. It may be with a few chipset packages such as the Intel GM/GL 965. But it is happening.

    After a successful install of XP (after verifying that the components work under Vista) and then attempt to install say the wireless, wired, sound, SMBUS drivers, you'll get messages from the installers informing you that the devices aren't present.

    You can confirm that this is a BIOS level function due to the fact that if you take a component from a machine that came pre-installed with XP and put it into the new machine where you have removed Vista and installed XP, that component's driver installer will also tell you that the device is not present, even though it was properly installed in another machine.

    This clearly is an attempt by Microsoft to mandate to the manufacturers that they are not to support XP any longer even if the customer has chosen to do this on their own.

    We did not have this situation when going from Win2k to XP nor from Win98 to XP. It appears to be an issue specifically with going from Vista to XP. It appears to be a bios level hack which creates the situation.

    Contact with others has confirmed the situation. Many have reported that this is occuring and the consensus is that it is a mandate by Microsoft to prevent users from running XP on these older machines.

    As I said, it isn't all machines. It is a new tactic being implemented on newer hardware in an attempt to force us to stay with Vista.

    One has to ask why this is the case. Why on earth is Microsoft so hell bent on forcing us to Vista? Is it some hidden back door? Why would Microsoft care which OS we run given that we have paid them for Vista and paid a second time for XP? What is their motive for mandating this type of issue? Why would they dictate that the sales support for XP has been dropped so quickly?

    Something is awry here.

    --
    You can lead a man with reason but you can't make him think.
  74. VMs need not apply by IdeaMan · · Score: 1

    Compile at install time?
    One of the benefits of getting rid of the VM is to trim the app footprint down to what is needed.
    VMs take forever to load.

    It's too bad MS hasn't been split up yet, we might have a chance at getting cross platform .NET and DirectX.

    --
    They ARE out to get you simply because They are in it for themselves and they don't care about you.
    1. Re:VMs need not apply by fm6 · · Score: 1

      Dude, .NET is a VM. Microsoft doesn't like to call it that, but that's what it is. Anders Hejlsberg dreamed up .NET when he realized he was never going to get the changes he wanted in Java.

      VMs don't have to be slow to start up. They have that reputation mainly because of all those gawdawful Java VMs Sun produced when they were overselling Java.

  75. End? by Anonymous Coward · · Score: 0

    Is this the end of cross-platform 3d on the cutting edge?

    Doesn't something have to begin in order for it to end?

  76. Hugehard Hoops Vista (TM) by xenn · · Score: 1

    I have to jump through unnecessary hoops to find dialogs.

    Fuckin aye dude.

    From now on I'm exchanging the name from Windows Vista to Hoops Vista.

    ...although Hoops95 had a better ring to it, still, there may just be MORE hoops now than there were 13 odd years ago.

    ---

    Allow, accept, deny, cancel, unallow, undo, resubmit, proceed or uncancel?

  77. The OpenGL Complaints make me laugh by tyrione · · Score: 1

    It reminds me of doing my second degree in Computer Sceince and all the whining regarding heavy lifting with PDE/ODE and Linear Algebra where most of the dweebs suffered through during their Differential Equations, Linear Algebra and oddly Discrete Mathematics courseware.

    I can see this being even more devastating for Gamers only because most of them don't have Mechanical Engineering degrees [my first degree] and they therefore don't have any true background in Statics, Dynamics, Mechanics of Materials, Machine Design, Vibration Analysis, Fracture Mechanics, Thermal Systems Design, so on and so forth.

    Wah! OpenGL is being advanced to meet heavyweights across industries that need many of the application backgrounds of aforementioned classes within their simulations without always having to spend millions writing custom libraries, just for their application.

    Gaming will even benefit from the resource skills of many engineers getting involved and improving the specs for applied physics and much more.

    Seeing this made me smile:

    Finally, the OpenGL working group is working closely with the newly announced OpenCL working group at Khronos to define full interoperability between the two open standards. OpenCL is an emerging royalty-free standard focused on programming the emerging intersection of GPU and multi-core CPU compute through a C-based language forheterogeneous data and task parallel computing. The two APIs together will provide a powerful open standards-based visual computing platform with OpenCLâ(TM)s general purpose compute capabilities intimately combined with the full power of OpenGL.

  78. Re:Um, DUH!!! Who own OpenGL now? by mikael · · Score: 1

    SGI only downspiraled because their management refused to allow hardware to be developed for the PC - they just believed everyone would be willing to pay "UNIX prices" for UNIX hardware. After seeing 3Dfx develop hardware for the PC, SGI's engineers wanted to build a graphics accelerator board for the PC. In the end, their engineers left to form Nvidia.

    --
    Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  79. Ah, another example of how "open" ... by NateTech · · Score: 0, Troll

    ... always creates the best possible software solutions.

    OpenGL can't get their crap together because they have no goals and no rewards for hitting them.

    --
    +++OK ATH
  80. nothings changes since 91 by Anonymous Coward · · Score: 0

    MS's documentation/sdk efforts have always been of greater quality or quantity.

    Even the old mac os 7.x docs were basic.

    Tho these days, google is the answer to any query.

    1. Re:nothings changes since 91 by p0tat03 · · Score: 1

      Tho these days, google is the answer to any query.

      That's the sad part :) Google is infinitely more useful for MS platforms than they are for Apple ones, by sheer volume of conversation. Apple developers are a tiny community compared to MS, so Google is proportionally biased. This really should inspire Apple to write better docs, but alas.

  81. What are you talking about? by ctid · · Score: 1

    What about consoles? PS3? Wii?

    --
    Reality is defined by the maddest person in the room
    1. Re:What are you talking about? by panda+cakes · · Score: 1

      I cannot speak about Wii since I have not even looked into SDK, from what I've heard it's a fixed pipeline hardware so it would not be able to run even OpenGL 2.0 because of the shader language. On PS3 though all your graphics code does is writing data into memory to be later sent to GPU over DMA. It has a library that looks like OpenGL but that library is not sticking to any specific ARB standard and the functions are actually macros writing into a DMA packet. Even if it had been fully compatible with some real OpenGL spec and you could have compiled PC OpenGL code to run on PS3 you could not compete with native PS3 titles utilizing multiple processors. For example a PS3 game would store geometry in a heavily compressed format, unpack and do other vertex computations on the fly then push already processed vertices into GPU while on PC you'd have to keep vertices in the hardware-supported format and process them via a vertex shader. Performance wise PC code would be several times slower and use much more memory so there is no point in porting it to PS3.

  82. OpenGL is Open for Improvement by Yfrwlf · · Score: 1

    Well, on Wikipedia the OpenGL section states that Longs Peak Reloaded and Mt. Evans are improvements to OpenGL 3.0 that were planned to occur sometime after it's release.

    OpenGL is open source software. It cannot be destroyed, only improved, so if developers want to help out with adding certain improvements they are more than welcome to. Apparently OpenGL 3.0 needs more work and support so that it can eventually deliver many great improvements including the ones that were hoped for.

    --
    Promote true freedom - support standards and interoperability.
  83. eh -- sdl by SaberTaylor · · Score: 1

    I don't catch your content versus engine statement. No I disagree. Content is tied to engines. It's ephemeral.

    Actually I'm thinking I have an original point here. Indirectly, because of Moore's Law computer games depreciate rapidly. As you say toolchains may not. SDL is a good example, it's free software and unlike all the stuff you see on linuxgames.com like games based on the quake3 engine it will iterate and not depreciate. Game engines do depreciate. They last about 3 years maybe. Look at the Torque Games Tribes engine. It was state of the art, they tried to start a whole indie market over it, but at the end of the day, game engines only last a few years until they get torn all the way down and started from scratch again. It's Moore's Law speeding ahead too quickly for software engineering to iterate rather than start from scratch. New stuff shows up like shaders or whatnot. I'm not a graphics guru, but I think I have the right idea here.

    Games depreciate rapidly. Game engines do too, but not exactly as rapidly. Game toolsets like SDL retain value long enough for free software to succeed.

    "Unfortunately, it seems they'd rather try to package up their engine and sell it."

    Again, sentiment. How about trees? There's a company that sells the tree generation graphics to all the game makers, check it out. It's profitable. Self sustaining.

    tl;didn't proof-read

    --
    If you need text styles to communicate then you don't have a message.
    1. Re:eh -- sdl by SanityInAnarchy · · Score: 1

      Content is tied to engines. It's ephemeral.... Game engines do depreciate.

      Really? I doubt that.

      Engines are not ephemeral -- in fact, it's my understanding that the Source Engine, used by everything coming out of Valve since Half-Life 2 (and by at least a few third-parties, and dozens of modders), is actually a more recent evolution of the GoldSrc engine -- that's actually why they're called that -- which was used in Half-Life 1, and, in turn, was based on the QuakeWorld engine, which was, in turn, based on Quake.

      And it continues to evolve -- things like HDR and film grain, for example.

      So, going by the release dates, that's over ten years of development on the same engine. Sure, it evolved, but so does every open source project -- does the 2.6 Linux kernel really resemble the 2.2 kernel much, except in name?

      Now, the content of the games does start to look dated -- although I would argue that Half-Life is still very playable. And that's the part I'm not sure the community would be able to keep updating -- nor should they. Wouldn't you rather play Half-Life 2 than a remake of Half-life?

      So, I would argue that the game code could be open, while the content could be closed. If there was a sufficiently standard engine, I imagine it could be developed in an open source way, and kept updated -- but it would take work from those using it; that is, either it would have to be LGPL, or game studios would have to mostly contribute back.

      But supposing such an engine existed, I would imagine that attempting to protect the content through DRM could be viewed as just as irritating and unnecessary as trying to protect other forms of media (music and movies) the same way.

      It's Moore's Law speeding ahead too quickly for software engineering to iterate rather than start from scratch.

      Well, again, look at Valve.

      New stuff shows up like shaders or whatnot.

      Shaders? Really?

      From an API perspective, why should applying a shader be different than applying a texture?

      And from an implementation perspective, I'll again point you to engines which have had these things added, and which have worked very well. There are beginners' tutorials for how to add shaders to your -- not even game engine, but 100-line OpenGL demo.

      If it's too hard for you to add shaders, then your code is too brittle. It's just a bit more obvious with games.

      Again, sentiment.

      Sure, but if you want to be completely cold-blooded about it, try this: Think of all the duplicated effort. Right now, there are at least three major, commercial engines that I could name off the top of my head, plus all the specialized versions of these, and the proprietary-and-closely-held properties like the Starbreeze engine...

      Now, once you've actually written a complete engine, it may make more sense, in the short term, to try to sell it. However, in the long term, I'm arguing that it's less profitable for the industry as a whole to go down that path -- because you will have competition, and your competition will be doing exactly the same thing you are -- which means both of you are spending more time coding mundane details like scene graphs and less time actually building a shippable game.

      Even if a number of studios were to collaborate for a very short term -- the "three years" you mention -- assuming the engine is going to die, that would suggest that a new engine could be built more quickly.

      How about trees?

      The same holds, only moreso:

      There's a company that sells the tree generation graphics to all the game makers

      From what I understand, it's an application of

      --
      Don't thank God, thank a doctor!
  84. I think the details are irrelevant by ctid · · Score: 1

    I think that about 70% of games are sold for consoles. So you can't say, "there's no point porting it for X" because you probably have to be able to target as widely as possible. In your first post you said,

    These "furious developers" are probably some hobbyists, professional developers still using OpenGL are working on Macs or mobile devices and don't care about cutting-edge features since their target hardware would not support them anyways.

    That is not true.

    --
    Reality is defined by the maddest person in the room
    1. Re:I think the details are irrelevant by panda+cakes · · Score: 1

      Sorry I don't see any connection between number of games sold on consoles and porting issues. In fact it was my whole point that consoles are using their proprietary APIs and thus your open "cross-platform" APIs are either unavailable or inefficient there.

  85. Re:Shotgun Marriage by J-1000 · · Score: 1

    Why would they dictate that the sales support for XP has been dropped so quickly?

    They are managing their image. Their operating systems are the most visible part of what they do as a company. They want people to view Vista as a success, because they want to be seen as a successful and thriving company. This is how most companies handle their iterative releases (make people forget about the previous iteration as quickly as possible). Evidently Microsoft is just getting more creative/abusive about it.