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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?"

131 of 643 comments (clear)

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

      I can make one now if need be.

    6. 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?
  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 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.

    4. 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).

    5. 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.

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    6. 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?
    7. 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.

    8. 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.
    9. 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)

    10. 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?

    11. 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.

    12. 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!

    13. 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.
    14. 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
    15. 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.

    16. 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
    17. 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.
    18. 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.

    19. 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!
    20. 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.

    21. 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.

    22. 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.

    23. 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.

    24. 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.
    25. 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
    26. 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
    27. 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.

    28. 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.
    29. 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;
    30. 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

    31. 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,

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

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

      --
      Goten Xiao
    33. 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.
    34. Re:Question by V!NCENT · · Score: 2, Informative

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

      --
      Here be signatures
    35. 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.).

    36. 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?

    37. 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.

      --
      I am TheRaven on Soylent News
  3. 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).

      --
      Don't thank God, thank a doctor!
    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 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.

      --
      Ewige Blumenkraft.
    7. 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).

    8. 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.

      --
      I am TheRaven on Soylent News
    9. Re:This can't be good. by ozphx · · Score: 2

      You mean like .Net? *ducks*

      --
      3laws: No freebies, no backsies, GTFO.
    10. 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.
    11. 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.

  4. 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 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.

    3. 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.

    4. 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".

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    5. Re:Is this the end? by FigOSpeak · · Score: 2, Funny

      Thanks.

  5. 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 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.

    2. 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.
    3. 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.

  6. 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!
  7. 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 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?

    2. 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.

    3. 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.

    4. 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.

      --
      I am TheRaven on Soylent News
    5. 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.

      --
      ROMANES EUNT DOMUS
  8. 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).

  9. 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 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.

    2. Re:No it doesn't by Stormwatch · · Score: 2, Funny

      Apple once did have their own API, QuickDraw 3D.

    3. 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.

    4. 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!
    5. 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!

    6. 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.

    7. 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.

  10. 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.

  11. 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.

  12. 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).

  13. 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 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.

    8. 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."
    9. 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.
    10. 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.

    11. 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.

    12. 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.

    13. 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).

  14. 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.

  15. 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.

  16. 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)
  17. 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.

  18. 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 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 -------------> []

    2. 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.

  19. 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
  20. 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.

    --
    3laws: No freebies, no backsies, GTFO.
  21. 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

  22. 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.
  23. 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.
  24. 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.

  25. 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.

  26. 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.

  27. 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 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.

    2. 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!
    3. 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.
    4. 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.
  28. 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."
  29. 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.

  30. 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

  31. 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...
  32. 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.

  33. 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?

  34. 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....

  35. 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....

  36. 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?

  37. 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.