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SGI Releases OpenGL As Free Software

StoneLion writes "Since its release, the OpenGL code that is responsible for 3-D acceleration on GNU/Linux has been running on licenses that were accepted by neither the Free Software Foundation (FSF) nor the Open Source Initiative. Today, however, the FSF has announced that the licenses in question have been rewritten, the problems resolved, and the code freed. Peter Brown, executive director of the FSF, says, 'This represents a huge gift to the free software community.'"

167 comments

  1. Good news! by fprintf · · Score: 2, Insightful

    Great news for the community. Now lets hope this helps redirect resources, so I can get those laptop drivers fixed, and then I can finally sleep/hibernate properly!

    --
    This post brought to you by your friendly neighborhood MBA.
    1. Re:Good news! by nawcom · · Score: 4, Insightful

      Great news for the community. Now lets hope this helps redirect resources, so I can get those laptop drivers fixed, and then I can finally sleep/hibernate properly!

      I've never heard of ACPI depending on an API for generating polygons, but hey whateva.

    2. Re:Good news! by BPPG · · Score: 5, Funny

      What are you talking about? Hibernation requires you to draw two large black polygons to cover your screen to save power.

      --
      What's the value of information that you don't know?
    3. Re:Good news! by nawcom · · Score: 4, Funny

      HAH! Mine only takes one!

    4. Re:Good news! by Cillian · · Score: 1

      Are we talking two polygons because of the backbuffer, or because they are tessalated? Or am I just being stupid?

      --
      -- All your booze are belong to us.
    5. Re:Good news! by BPPG · · Score: 1

      Actually, that's just in case you have transparency turned on. And if the opacity is less than 50%, then you need more than two polygons.

      --
      What's the value of information that you don't know?
    6. Re:Good news! by Anonymous Coward · · Score: 1, Informative

      A rectangle is composed of two triangles, the basic render primitive in graphics.

    7. Re:Good news! by Anonymous Coward · · Score: 0

      polygons are usually triangles, and OP didn't think that a triangle could extend off-screen, so two were needed

    8. Re:Good news! by Poltras · · Score: 1

      A polygon isn't necessarily a Rectangle. Or, rather simply, "Whoosh".

    9. Re:Good news! by Machtyn · · Score: 1

      Yah? Mine does it faster!

    10. Re:Good news! by niales · · Score: 1

      All polygons for standard computer graphics (like when you use 3D in OpenGL) are made up of triangles. So two triangles are needed to create a rectangle.

    11. Re:Good news! by pdusen · · Score: 1

      erm... 2 Polygons=2 Triangles=Rectangle=Screen. As you say... whoooosh.

    12. Re:Good news! by Zwicky · · Score: 1

      This is causing insomnia? You poor fellow, a true geek. Have you tried Horlicks?

      --
      "Three eyes are better than one" -- Lieutenant Columbo
    13. Re:Good news! by Poltras · · Score: 1

      Pedantry coming: old nVidia cards and documents used Quads as a primitive, not triangle, so polygons can be anything, even in video cards.

      As for the whoosh, there is nothing in the reply from nawcom/Cillian, where the joke about a screen taking only 1 polygon, that says that it is in fact, a triangle. And he says, as a joke, that his screen takes ONE polygon - maybe he meant a triangle-shaped screen? So, whoosh-ever, I'm out.

    14. Re:Good news! by GigaplexNZ · · Score: 1

      The rectangle is also a primitive in OpenGL. Also, with the correct viewport settings a triangle would still be sufficient to cover the entire screen.

    15. Re:Good news! by Anonymous Coward · · Score: 0

      You have a triangular monitor?

  2. How does this effect the OpenGL patents? by Black+Art · · Score: 5, Insightful

    There are still a number of patents covering portions of the OpenGL functions. Does this grant a license for use or are we stuck with partial implementations?

    --
    "Trademarks are the heraldry of the new feudalism."
    1. Re:How does this effect the OpenGL patents? by RiotingPacifist · · Score: 5, Informative

      IT completely removes the patent stuff from the license. So you can redistribute the code even if it breaks patents, but then of course your subject to the patent laws of your country

      --
      IranAir Flight 655 never forget!
    2. Re:How does this effect the OpenGL patents? by Anonymous Coward · · Score: 0, Informative

      Only you can prevent word mangling.

      The word "your" is entirely different than the phrase "you are" and its contraction "you're".

      This English service announcement has been brought to you by the letter "r" and the number 7.

    3. Re:How does this effect the OpenGL patents? by Anonymous Coward · · Score: 0

      your such a retard

    4. Re:How does this effect the OpenGL patents? by stonedcat · · Score: 1, Funny

      You're lucky I'm not your English teacher, or you'd be getting an F this semester.

      --
      You can't take the sky from me.
    5. Re:How does this effect the OpenGL patents? by CHRONOSS2008 · · Score: 1

      you both are retreds

    6. Re:How does this effect the OpenGL patents? by Anonymous Coward · · Score: 0

      Hey Kramit, 7... is not a le-tter...

      Did you just call me "Kramit"? Hehe...

  3. SGI's press release is pretty awesome too by Anonymous Coward · · Score: 5, Informative

    http://www.sgi.com/company_info/newsroom/press_releases/2008/september/opengl.html

    Free Software Foundation and Khronos Group Both Herald New License of Industry Standard Graphics Software

    SUNNYVALE, Calif. (Sept. 19, 2008) â" As software developers the world over prepare to mark the 25th anniversary of the GNU System, Silicon Graphics, Inc. (NASDAQ: SGIC) today announced it is releasing a new version of the SGI Free Software License B. The license, which now mirrors the free X11 license used by X.Org, further opens previously released SGI® graphics software that has set the industry standard for visualization software and has proven essential to GNU/Linux® and a host of applications.

    Today's announcement affects software created by SGI that forms the building blocks of many elements of today's gaming, visual computing, and immersive experiential technologies, including a wide range of proven visualization solutions provided by SGI.

    Previous SGI contributions to the free and open source community are now available under the new license. These contributions include the SGI® OpenGL® Sample Implementation, the GLXâ API and other GLX extensions. GLX provides the glue connecting OpenGL and the X Window Systemâ and is required by any OpenGL implementation using X. GLX is vital to a range of free and commercial software, including all major Linux distributions.

    SGI first released the software under a licensing model in 1999. But now SGI is pleased to release an updated version of the license that meets the free and open source software community's widely accepted definition of "free."

    "SGI has been one of the most ardent commercial supporters of free and open source software, so it was important to us that we continue to support the free software development community by releasing our earlier OpenGL-related contributions under this new license," said Steve Neuner, director of Linux, SGI. "This license ensures that all existing user communities will benefit, and their work can proceed unimpeded. Both Mesa and the X.org Project can continue to utilize this code in free software distributions of GNU/Linux. Now more than ever, software previously released by SGI under earlier GLX and SGI Free Software License B is free."

    1. Re:SGI's press release is pretty awesome too by Anonymous Coward · · Score: 0

      This is why a select few of us still own IRIX boxen.

    2. Re:SGI's press release is pretty awesome too by Narishma · · Score: 1

      What's an IRIX boxen?

      --
      Mada mada dane.
    3. Re:SGI's press release is pretty awesome too by Ethanol-fueled · · Score: 1

      They are blue or purple and oddly shaped MIPS-powered toy dinosaurs(by today's standards), but they are rock-solid and they NEVER crash or skip a beat.

      They have a wicked cooling system: the internal compenents have MASSIVE heatsinks but not fans--the fans are part of the chassis.

    4. Re:SGI's press release is pretty awesome too by Anonymous Coward · · Score: 0

      What's an IRIX boxen?

      About twenty pounds.

    5. Re:SGI's press release is pretty awesome too by mzs · · Score: 1

      Not all SGI workstations were built like tanks. It started with the Indys, we had a lab of them and after about two years the power supplies started failing and after four only a third still worked when we removed them. In another lab a fan in the O2 power supplies would fail, but that was an inexpensive fix, except for the fact the case was so odd and it was hard to get to that fan.

    6. Re:SGI's press release is pretty awesome too by isaac · · Score: 2, Informative

      They are blue or purple and oddly shaped MIPS-powered toy dinosaurs(by today's standards), but they are rock-solid and they NEVER crash or skip a beat.

      I love me some SGI gear, but 'NEVER crash' wasn't their strong suit - at least not compared to any other proprietary UNIX system vendor of the era.

      They built racehorses - fancy, complex, high-bandwidth, expensive. They didn't skip a beat when blasting data around, though, at least until you got to the network.

      -Isaac

      --
      I am not a lawyer, and this is not legal advice. For Entertainment Purposes Only.
    7. Re:SGI's press release is pretty awesome too by fat_mike · · Score: 1

      We had an O2 or "Blue Toaster" as we called it and it was the shit. The day I installed it the women in my office would come by and say, "Its so cute" "Why doesn't my computer look like that"? Hint..Hint..Apple..Ripping off ideas..iMac.

      All it did was rip print jobs for our Canon CLC500/550/900. You could shove 500mb+ print jobs at it and it would just chug along. I never once in six years had to reboot it, work on it, or curse at it. I wish we had bought it instead of leasing it along with the printer.

      I miss my toaster.

  4. Nice by gweihir · · Score: 4, Insightful

    Interfaces are one of the most important things in modern software creation. Interfaces are often established by implementations. This change by SGI makes sure OpenGL will stay used and even wider adopted. As far as I can see, it is the only graphics library standard that has the potential for long-term usage.

    --
    Most ACs are not even worth the keystrokes to insult them. Be generically insulted by this and ignored otherwise.
    1. Re:Nice by gbjbaanb · · Score: 1

      I'm glad. Now, can we get it implemented in the browser? Then we'd have a first-class GUI for thin clients that'd really make the web better. maybe.

    2. Re:Nice by Hurricane78 · · Score: 1

      It already is. It's called VRML. And in the typical, retarded way, it's ultraverbose XML instead of a proper binary format like EBML.

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    3. Re:Nice by Windows_NT · · Score: 1

      oooo, GL accelerated Web Pages .. sounds good. Its cool to see OpenGL becoming 'open'. Now my hopes are (since the previous has just been fulfilled!) is for openGL to take DirectX's market share.

      And as for the 3d accel'd web pages:
      slashdot - your page looks like shit in IE 5.5 (i think this is becuase 5.5 has 3d acceration .. if you buy the glasses)
      -Cheers, and good luck openGL

      --
      Go go Gadget Nailgun!
    4. Re:Nice by Anonymous Coward · · Score: 0

      And in the typical, retarded way, it's ultraverbose XML instead of a proper binary format like EBML.

      Nice. Very 'enterprisey'

    5. Re:Nice by CSMatt · · Score: 1

      oooo, GL accelerated Web Pages .. sounds good. Its cool to see OpenGL becoming 'open'. Now my hopes are (since the previous has just been fulfilled!) is for openGL to take Direct3D's market share.

      Fixed.

  5. The important lesson here is. by LWATCDR · · Score: 5, Insightful

    Don't be a jerk about it. From the article.

    "Someone came to me on IRC and asked if people should start sending angry faxes to SGI, telling them to please clean up their licenses. And I was like, 'No, that's not the right message right now.' We were trying to avoid that kind of reaction, because among the people in the GNewSense community, there was a visceral reaction initially, and it took some time for people to realize that we needed to give them a chance. And it really paid off. SGI was very willing to work with us throughout the entire process.""

    --
    See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    1. Re:The important lesson here is. by JohnFluxx · · Score: 5, Interesting

      I think it depends really.

      In the recent Ubuntu/Mozilla case, both Ubuntu and Fedora had behind-the-scenes quiet negotiations with Mozilla over the EULAs. However Mozilla insisted that it wanted and needed the EULA.

      It wasn't until there was a fairly big uproar about it did Mozilla come back to the table to renegotiate.

      So sometimes the squeaky wheel does get the grease :)

    2. Re:The important lesson here is. by LWATCDR · · Score: 2, Insightful

      Yea but only until that wheel can be replaced. Honestly I really doubt that any of the venom from the masses had anything to do with Mozilla renegotiating. The suggestion that Ubuntu would create or use an unlabeled "fork" of FireFox probably did a lot more than any of the screaming.
      I don't have any problem with a click through EULA. If nothing else in the case of free software it tells people that they do have the right to use and even give it to other people.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    3. Re:The important lesson here is. by Anonymous Coward · · Score: 0

      Don't be a jerk about it.

      That's going to be impossible for the vast majority of the OSS community.

    4. Re:The important lesson here is. by Kjella · · Score: 2, Interesting

      Well, with the recent Firefox issue the FLOSS community was on both sides of the table and they're both fairly dependent on each other, it's a bit different than when you're trying to ask for a unilateral favor since I don't see SGI getting much in return, nor the FSF/OSI having much power if they refused. At least the distros could have banded together, told Mozilla that from now on Firefox on Linux == Iceweasel and built their own trademark. Debian doing it is just a freak thing, every distro doing it means Mozilla would have lost all control. This way they get to keep firefox as a brand and their lucrative deal with google. If it was IceWeasel, why wouldn't the distros negotiate their own deal? Or maybe they do, I prefer Opera anyway :).

      --
      Live today, because you never know what tomorrow brings
    5. Re:The important lesson here is. by calmofthestorm · · Score: 1

      If angry letters would have any effect then polite ones would have a better one.

      --
      93rd rule of Slashdot: No matter how obvious my sarcasm is, my comment will be taken seriously by someone.
    6. Re:The important lesson here is. by calmofthestorm · · Score: 1

      Personally I think it will unload a lot of terms on average users they don't understand or care about (who reads a EULA anyway) but the main concern is the message it sends; usually an EULA is a big, half-unenforceable document intended to scare you into not doing anything.

      Since any unenforceable provision is simply discarded without affecting the rest of the document, the company can sue you into oblivion any time it wants.

      I don't think it's unreasonable of the Mozilla foundation to want this, but I'm somewhat curious why. They've been moving in a rather Idiocracy-like direction lately; this, the SSL sham (at least let me turn it off, or give me a I DON'T CARE IF THIS IS ENCRYPTED button for sites that use gratuitous SSL), and so forth.

      --
      93rd rule of Slashdot: No matter how obvious my sarcasm is, my comment will be taken seriously by someone.
    7. Re:The important lesson here is. by JohnFluxx · · Score: 1

      Oh sure, I wasn't making any comment in this particular case.

    8. Re:The important lesson here is. by JohnFluxx · · Score: 1

      But why would Ubuntu use an unbranded version of Firefox if there was no 'screaming' as you put it? If it wasn't for the screaming, Ubuntu wouldn't have particularly pushed it, and there would now be a EULA.

    9. Re:The important lesson here is. by mwlewis · · Score: 1

      It's true that it would have reduced Mozilla's value with respect to Linux, no amount of distro forking would be likely to have an appreciable affect on FF in Windows, which has got to be a much bigger value for Mozilla.

      --
      JOIN US FOR PONG!
    10. Re:The important lesson here is. by LWATCDR · · Score: 1

      Because the Ubuntu developers don't like the EULA. Frankly I think that whole mess was one of the biggest waste of times on the planet.
      Yes the EULA was useless but it was also harmless.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    11. Re:The important lesson here is. by LWATCDR · · Score: 1

      I don't think Linux matters much to Mozilla to be honest at least when it comes to dollars and cents. Windows users account for most of their money to be honest. I am just glad they are working it out and not stopping development of the Linux version.
      And NO not Iceweasel! I am not one to complain about names but that one is just a step too far. Why not just Windroach, or Earthcrab?

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    12. Re:The important lesson here is. by ArsonSmith · · Score: 1

      They didn't want an unnecessary pop-up for people to have to click through. They didn't care about the verbiage as much as that one issue.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    13. Re:The important lesson here is. by InfiniteLoopCounter · · Score: 1

      Why can't Mozilla just put the EULA in the help->about as a box or something, like in WINE.

    14. Re:The important lesson here is. by setagllib · · Score: 1

      The whole point of a EULA is to be something a user has to accept before they use the software, so that it has a chance of being enforceable if they then violate that EULA.

      --
      Sam ty sig.
  6. Where is the updated GLX public license? by argent · · Score: 2, Interesting

    The link to the GLX public license lists version 1.0 which seems to still have the problematic clauses.

    1. Re:Where is the updated GLX public license? by Anonymous Coward · · Score: 1, Informative

      http://oss.sgi.com/projects/FreeB/SGIFreeSWLicB.2.0.pdf

  7. Big news by mnmn · · Score: 5, Interesting

    I'm surprised that opengl was never really 'open'. It now makes sense why it wasnt a part of glibc and/or xfree86 until recently.

    The opening of video card drivers and now opengl are major steps in the success of linux on the desktop (and for gamers).

    Just imagine, we can now add opengl to Heretic and Command and Conquer, and it can all still be very much free. I can't wait for when I can port Halflife2 to Linux.

    --
    "Give orange me give eat orange me eat orange give me eat orange give me you." -Nim Chimpsky
    1. Re:Big news by RiotingPacifist · · Score: 1

      erm the mesa libraries have always been open, so this isnt really going to bring about

      Just imagine, we can now add opengl to Heretic and Command and Conquer, and it can all still be very much free. I can't wait for when I can port Halflife2 to Linux.

      At most it will lead to better quality of code in Xorg and mesa libraries but that depends on the actual license.

      --
      IranAir Flight 655 never forget!
    2. Re:Big news by BPPG · · Score: 3, Insightful

      Strictly speaking, the games themselves would still be proprietary. But I've never met a free software advocate who had very strong principles against closed source games.

      But this is very good news for free games and compositing managers. Hopefully it will also encourage more development and patches on OpenGL, as well; which helps everyone and not just the people building a free system.

      --
      What's the value of information that you don't know?
    3. Re:Big news by Ngarrang · · Score: 4, Funny

      Will this new benefit or hurt Duke Nukem Forever? This is the question we should all be pondering.

      --
      Bearded Dragon
    4. Re:Big news by ThePhilips · · Score: 2, Interesting

      "Open" in business denotes that other businesses are also allowed participate. And OpenGL was in that sense "open": many used the library, many contributed extensions and features.

      As library - it is (was?) proprietary closed source. As standard - it is open.

      --
      All hope abandon ye who enter here.
    5. Re:Big news by Anonymous Coward · · Score: 0

      The development of DNF started at a time when OpenGL was the standard in the gaming world, so I think it can only benefit the DNF developers...

    6. Re:Big news by Creepy · · Score: 4, Informative

      Mesa3D was open because it is not OpenGL - it is an OpenGL API compatible library, and therefore not subject to any licensing fees charged by SGI (OpenGL brand usage and licensing is usually paid for by hardware vendors). WINE is similar - it's a Windows and DirectX compatible library for Linux (i.e. it is not Windows or a Windows emulator).

      It looks like SGI is OK with releasing the API and associated royalties, but in a way that makes sense because they are really no longer involved with it (and I'm not even sure if they've collected royalties lately - in the 1990s I recall it was around $20000/vendor).

    7. Re:Big news by Hatta · · Score: 2

      I don't really understand this situation. I thought OpenGL was an api, not a program. Mesa is a free software implementation of that API.

      I guess I was mistaken. Specifically what code was problematic before, and why wasn't it rewritten?

      --
      Give me Classic Slashdot or give me death!
    8. Re:Big news by Surt · · Score: 2, Interesting

      Sadly, OGL was never the standard in the gaming world. Games went from mode13 to directx to direct3d pretty much universally. OGL was only used by a small number of players (though ID, obviously was a significant one).

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    9. Re:Big news by Anonymous Coward · · Score: 0

      "It now makes sense why it wasnt a part of glibc..."

      WTF
      Serously.
      OpenGL in the GNU C Librari?!?
      glibc doesn't even store the match functions of C in the C library, you have to use libm to get them. WTF would you assume that glibc would have opengl built in?!?

    10. Re:Big news by barbergeek · · Score: 1

      Just one more reason they'll decide to start over from scratch the day before they release. Yea! New technology!

    11. Re:Big news by larry+bagina · · Score: 1

      Yeah... "Open" had a meaning before "Open Source" -- Open Software Foundation (OSF), The Open Group (Unix), OpenVMS, OpenBSD, OpenGL, Open Database Connectivity (ODBC). At least it's not as bad as "Free".

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    12. Re:Big news by mrchaotica · · Score: 1

      If Direct3D is the standard, then what do non-Microsoft consoles use?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    13. Re:Big news by Surt · · Score: 3, Informative

      Usually direct hardware access. The metal is standard, so bare metal writes are fine.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    14. Re:Big news by Anonymous Coward · · Score: 0

      Personally I can't wait until someone can port Halflife2 to the PS3

    15. Re:Big news by ravyne · · Score: 1

      DNF will undergo is 6th "ground-up" re-write.
      Launch date will be pushed back accordingly.

    16. Re:Big news by rockmuelle · · Score: 1

      "I'm surprised that opengl was never really 'open'."

      Remember, that 'open' in the FOSS sense is one of many meanings of the term in software. When OpenGL was created, the "Open" part referred to the standard and standards process being open. This meant that anyone could volunteer to join the working groups, pay their dues, and contribute to the design. It also meant that anyone could read the standard. Here, Open has nothing to do with the actual code. It had everything to do with it being an industry standard that was not proprietary to one company (of course, we can debate forever if SGI had undue influence over the standard, but in theory they shouldn't have).

      This is a completely valid use of the word open and is pretty common among industry standards groups (even C++ works more or less this way, minus the dues paying part).

      -Chris

    17. Re:Big news by Frnknstn · · Score: 1

      To qualify your point, from the birth of home 3D acceleration until about 1999, OpenGL was the de facto standard for 3D games that supported hardware acceleration, with few notable exceptions. This was less impressive than it sounds, as 3D acceleration had yet to catch on in the mass market. By the time the hardware was common enough, Direct3D 7 and 8.1 were taking over as the standards.

      --
      If it's in you sig, it's in your post.
    18. Re:Big news by Anonymous Coward · · Score: 0

      Don't worry. 20 years from now, you and I will be at the DNF release party and wonder what the hell OpenGL really does anymore. :)

    19. Re:Big news by mikael · · Score: 5, Informative

      SGI offered a sample software implementation of an OpenGL device driver to hardware vendors. This source code would provide a software specification of the way that any hardware should behave. It could be used as a fallback if a hardware vendor didn't choose to implement a particular feature of OpenGL functionality directly in hardware. It would be the responsibility of the hardware vendor to choose what to implement in hardware and software. Early consumer boards just did the rasterization, and used the Intel MMX2/AMD 3DNow! instructions to do the TLC (transformation/lighting/clipping).

      A professional board or gaming card would do everything in hardware. Because of the way OpenGL is implemented, there are a multitude of ways of sending down geometry - any combination of vertices plus optional outward normals/texture coordinates/colors for triangles, quads, triangle strips, triangle fans, line or points. And these might be integers, 16-bit/32-bit/64-bit floating point. Each particular combination might or might not be optimized for the hardware. There was a big fuss in the past, because vendors chose only to optimize the particular combinations for the Quake game. Home developers were confused why their implementations would run slower than the real Quake.

      For every possible option at a particular layer (vertex transformation, vertex lighting, vertex clipping, triangle rasterization), there would be a function pointer choosing which function call to make - either to the software implementation or writing to hardware registers.

      Mesa-GL is a open-source implementation of the OpenGL specification, written by the open-source community and not SGI. OpenGL was originally a rewrite of SGI proprietary SGI-GL API which worked on all workstations from Indigo's to Extreme's. SGI was charging vendors a license fee for access to their software implementation, which included a verification test suite for hardware. Because of this, they were reluctant to make the software open source.

      But with the evolution of 3D hardware, the free availability of an open-source version of OpenGL and the possibility that programmers might even get to be able to use the GPU to write directly to the framebuffer once again, it is strategic for SGI to make this software open source.

      Before DirectX and OpenGL, game programmers only used either Mode 13 with 320x200x256 color palette (or other VESA 256 color modes) to write directly to the hardware. Programmers could just use whatever algorithm they could think of - use the 256 color-palette as a Z-buffer for rendering spheres, depth-shading effects, color cycling, sprite animation. Have 16 sub-palettes each a shade darker than the others and you could do shadow effects. Create a pixelmap C++ class that could be memory-mapped to the framebuffer, add some block copy, point drawing line drawing, textured triangle/quad filling routines and you have your own mini 3D API. Since the framebuffer itself was a pixelmap, you could use the framebuffer itself as a texture map (this technique was actually patented in hardware).

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    20. Re:Big news by TheRaven64 · · Score: 1

      It's not OpenGL, so much as GLX. The OpenGL bindings for X11. SGI contributed the reference implementations of these to the X Consortium and this code was merged into XFree86 and then moved to x.org. The code was released under a very permissive license. Unfortunately, it contained some very unclear legalese that, in retrospect, was almost impossible to comply with for anyone.

      --
      I am TheRaven on Soylent News
    21. Re:Big news by Anonymous Coward · · Score: 0

      Funny? I must be doped

    22. Re:Big news by Surt · · Score: 1

      I'm baffled too ... that's how it's done.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    23. Re:Big news by styrotech · · Score: 1

      To qualify your point, from the birth of home 3D acceleration until about 1999, OpenGL was the de facto standard for 3D games that supported hardware acceleration, with few notable exceptions.

      Really? You're not thinking of Glide (the 3Dfx API) are you? I seem to remember there were far more Glide games than OpenGL ones.

      From memory, even GL Quake depended on Glide via a OpenGL -> Glide wrapper for 3D hardware acceleration.

    24. Re:Big news by UnknownSoldier · · Score: 2, Informative

      Having worked on PS2 and Wii renderers...

      PS2 - custom VU1 code that stuffs the GS registers
      Wii - Nintendo's GX library (very OpenGL-like)

      --
      You don't _know_ a subject, until you _do_ it.

    25. Re:Big news by UnknownSoldier · · Score: 1

      Actually there was a transition inbetween 320x200 @ 256 and VESA 640x480 @ 256.
      i.e. Don't forget that Doom used ModeX - Abrash's hack of Mode 13 to get a paged 320x240.

      Nice summary, btw.

    26. Re:Big news by jacquesm · · Score: 1

      opengl part of glibc ?????

    27. Re:Big news by Frnknstn · · Score: 1

      No, although I didn't forget about Glide :) If I recall correctly that extra layer was needed only for compatibility with the 3Dfx Voodoo (and possibly the Voodoo2). Whether that was because the Voodoo cards had poor OpenGL support, or whether the glquake code was buggy, I don't know.

      --
      If it's in you sig, it's in your post.
  8. Good news? by Toreo+asesino · · Score: 1, Interesting

    Without wishing to piss on anyone's parade, I'm not so sure this is such a great thing....let me explain...

    The fundamentals of OpenGL and Direct3d is it a standard agreed on by software developers and hardware vendors alike right? While it's great this is now free, if one target now diversifies into a hundred different variations, you can be sure the likes of NVidia and ATI drop it completely.

    Don't get me wrong, I do support the FOSS philosophy but in this case I'm not convinced it's such a great move?

    --
    throw new NoSignatureException();
    1. Re:Good news? by apathy+maybe · · Score: 5, Insightful

      The code was already "free" for a given definition of "free", however, three problems were identified.

      The old licences:

      • "forbid the distribution of code that infringes on somebody else's intellectual property rights"
      • distributors of the code are required to obey any export laws that might apply
      • require users to inform the distributor if they learn of any potential intellectual property infringement of code releases under the licenses

      As such, it was easy to modify the code, but it wasn't free or open enough by the standards of either the Free Software Foundation or the Open Source Initiative.

      OpenGL is a standard, just like Java is. The fact that there are many implementations of those standards doesn't mean that there is a problem. Besides which, it doesn't really matter, most people will code for the reference implementation (Sun Java and SGI OpenGL).

      --
      I wank in the shower.
    2. Re:Good news? by JustinOpinion · · Score: 1

      Well, Firefox is open-source, but manages to adhere (pretty well) to the standards set for HTML, Javascript, etc.

      OpenOffice is open-source, but manages to adhere to a farily well-defined guideline for file formats (ODF).

      There are plenty of other examples of open-source projects sticking to well-defined standards and guidelines. I understand your concern; there is no guarantee that incompatible forking won't happen. But, there is at least precedent for open-source communities working together to maintain cohesive standards. In fact, having competing open-source implementations (e.g. Gecko vs. Webkit) can go a long way to making sure that everyone uses the same standard (because they want to interoperate).

    3. Re:Good news? by MechaBlue · · Score: 3, Informative

      One of the biggest complaints about OpenGL is that it is slow to evolve and doesn't reflect real world needs as well as Direct X. By opening it up, this allows for unofficial extensions that will be based on the standard but will help fill in some of these gaps. The most popular of these extensions will become part of future standards with the added benefits of already having an existing implementation and having been used in the real-world.

    4. Re:Good news? by Kjella · · Score: 1

      It's a matter of interface vs code. Even though the code is free there's still an OpenGL organization that puts the official stamp on what the OpenGL specification is. Sure you can deviate from that but if noone else cares the it won't be useful. And if you read the actual license issues (you did RTFA right?) none of those would have prevented you from doing the same under the old license.

      --
      Live today, because you never know what tomorrow brings
    5. Re:Good news? by Toonol · · Score: 1

      Aren't the first two clauses simple facts? I don't see why stating "Don't use this in a way you can't legally use it" in a license is a problem. The third clause I understand, because it is an additional requirement or restriction added to the license.

    6. Re:Good news? by BPPG · · Score: 1

      Good point, but there would also be great advantages in forking OpenGL if you were making a specialist derivative for a particular card, (which always would have the possibility of being reintroduced into upstream OpenGL).

      --
      What's the value of information that you don't know?
    7. Re:Good news? by Anonymous Coward · · Score: 0

      You mean, like OpenGL ES?

    8. Re:Good news? by brunascle · · Score: 2, Informative

      They took issue with the first clause because, with the current patent situation in the US, anyone could be violating someone's IP rights and not even know it. The 2nd clause, because it's kind of redundant. It's already against the law, why put it in the license?

    9. Re:Good news? by David+Gerard · · Score: 1

      Like X, it's a matter of a vital developer community. X.org keeps to MIT/X11/BSD-style permissive licenses, but is unlikely to fork as long as the developer community is vital and active - a vendor proprietary fork is counterproductive because changes won't make it back into the ever-changing main tree. Even XFree86's license change was just the last straw - the devs were already pissed off at the impossibility of getting code into the damn server.

      --
      http://rocknerd.co.uk
    10. Re:Good news? by BPPG · · Score: 1

      Right on, but also with the previously lisence-encumbered bits. Heck, they might merge some of those bits into ES as well.

      --
      What's the value of information that you don't know?
    11. Re:Good news? by dilvish_the_damned · · Score: 1

      Like in the way that allowing vendors like ATI and nVidia to extend Direct3D has caused them to drop it in the past?

      --
      I think you underestimate just how much I just dont care.
    12. Re:Good news? by mikael · · Score: 1

      OpenGL already has a mechanism to support variations.

      The original OpenGL sample implementation was very basic - no vertex/fragment/geometry shaders. Even multi-texturing was still relatively new. There is really nothing to change there. Most developers hav moved on to using to vertex and fragment shaders to keep control of rendering (rather than use OpenGL lighting).

      If anyone wishes to make modifications to OpenGL, they can do so by creating extensions. It is up to vendors and the ARB to decide whether they wish to implement them or agree to a common implementation. Both ATI and Nvidia, and many other companies have their proprietary extensions.
      At the last count there were well over 100 different extensions.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    13. Re:Good news? by PainKilleR-CE · · Score: 1

      Not to mention that there will be more of a demand for a standards-compliant version of OpenGL than for a non-standard version that doesn't work with all of the existing hardware, drivers, and games.

      For the most part, I'd imagine development would be focused primarily on making it compatible with different environments and improving the speed of a particular implementation (optimizing for different games and video cards), rather than changing anything that would break compliance.

      Many games in the past shipped with their own OpenGL drivers, and now this would permit FOSS games to do so. I'm pretty sure Quake was one of the games that required its own OpenGL driver, how is that handled in the Linux port of the GPL code?

      --
      -PainKilleR-[CE]
    14. Re:Good news? by PainKilleR-CE · · Score: 1

      The license didn't prevent this from happening previously. There are already plenty of extensions for OpenGL, and many of them are packaged with video card drivers and games. The standards process will most likely remain slow, as is usually the case with any standard. Really it's the case with many standards. The only reasons OpenGL didn't become completely obsolete are support from big-name 3D developers (both game developers and 3D tool developers), and the fact that the only major competition comes from Microsoft, and is Windows-only, meaning that OpenGL still has a place in Mac, *nix, and other environments.

      Besides, when you're not developing something extremely cutting edge, you don't need the API changing every year (as DirectX did for some time).

      --
      -PainKilleR-[CE]
    15. Re:Good news? by funkatron · · Score: 1

      The article isn't very clear about which export restrictions users had to follow; if it required users to follow the export laws of their own country them it was unnecessary. However if it said that user had to obey the export laws of a specific country (say the US or wherever SGI is based) then that would make more sense.

      --
      "Welcome to our world. We are the wasted youth. And we are the future too." Yes, I know these are stupid lyrics.
    16. Re:Good news? by funkatron · · Score: 1

      Just realised that there are several mistakes in my last post. Sorry about that. Slashdot just isn't as good without beer.

      --
      "Welcome to our world. We are the wasted youth. And we are the future too." Yes, I know these are stupid lyrics.
    17. Re:Good news? by TheRaven64 · · Score: 1

      The grandparent oversimplified this slightly. The problem related to when you had to stop distributing - it was very difficult in practice to be sure you were actually in compliance with the license. In principle, the license was okay, it was just so badly worded in places that it was almost impossible to comply with.

      --
      I am TheRaven on Soylent News
  9. Re:Quick question... by nawcom · · Score: 2, Informative

    Complaining? About what? For Nvidia, what you would be looking for is PureVideo HD. I know that the Geforce 8600gt has it, and you can get that for about $80.

  10. Let a hundred extensions bloom? by argent · · Score: 4, Insightful

    Um, OpenGL already has a documented extension mechanism that is widely used, by virtually every vendor, to provide documented and open access to their extensions. Changing the licensing on one implementation of the standard will not increase the fragmentation of OpenGL, and fragmentation of OpenGL has not led nVidia and ATI to drop it.

    In fact... looking at the listed extensions I see 15 _ATI_ extensions and 54 _NV_ extensions. :)

    1. Re:Let a hundred extensions bloom? by Tinyn · · Score: 2, Informative

      A significant portion of those NV and ATI (and SGI and APPLE and etc) specific extensions have been promoted to cross-manufacturer standards when a EXT or ARB version of the extension is created. When DirectX gets a new feature added to the cards they get exposed in OpenGL as a (usually) NV extention first, and then when the next OpenGL version comes out there would be a EXT or ARB extention for it that will probably work on ATI cards by that time as well.

    2. Re:Let a hundred extensions bloom? by argent · · Score: 1

      So you agree. This is not a problem.

  11. Re:Quick question... by nomadic · · Score: 2, Interesting

    I'm building a media display machine and I want 1080p and 3d support. Is there a card that just works?

    I've gotten results with a Radeon HD3450 running an HDMI to a 1080p TV. It took a little tweaking, especially of accursed X configuration files, but the standard ATI driver works.

  12. Pretty obvious why ... by slashdotlurker · · Score: 4, Insightful

    The response to the latest opengl release has been, to put it mildly, underwhelming. A number of opengl developers in the blogs I have read have declared intentions of moving over to directx. This is the way for opengl developers to get a bigger share of the open source developer mindshare and development effort to make up for the egg they laid earlier this year.

    1. Re:Pretty obvious why ... by dekropisvol · · Score: 0

      Couldn't this get more innovation to OpenGL, no more long boring extensive board meetings, and the innovations getting quicker into the library.

    2. Re:Pretty obvious why ... by jimicus · · Score: 2, Insightful

      The response to the latest opengl release has been, to put it mildly, underwhelming. A number of opengl developers in the blogs I have read have declared intentions of moving over to directx. This is the way for opengl developers to get a bigger share of the open source developer mindshare and development effort to make up for the egg they laid earlier this year.

      Would that be mindshare among the people developing open source 3D games? (Both of them)?

      Or the people developing open source desktop apps that depend on 3D? (who are either already fairly committed to OpenGL anyway or weren't even remotely interested in open source, regardless of 3D API)

    3. Re:Pretty obvious why ... by Anonymous Coward · · Score: 1, Insightful

      OpenGL isn't a library. It's a standard that describes a set of APIs for vendors to implement in their own libraries.

    4. Re:Pretty obvious why ... by paniq · · Score: 1

      centralize! centralize! it worked in the thirties!

      no, wait...

      --
      Do not trust this signature.
    5. Re:Pretty obvious why ... by oldhack · · Score: 2, Informative

      Ehem, for those less fortunate comrades outside the US, "lay an egg" is a baseball expression meaning "make an error"

      Carry on. :-)

      --
      Fuck systemd. Fuck Redhat. Fuck Soylent, too. Wait, scratch the last one.
    6. Re:Pretty obvious why ... by Yfrwlf · · Score: 1

      Right, now OpenGL will probably see more improvements, I hope OGL 3.1 will add the wanted and missing features.

      However, with articles floating about talking about the end of GPUs and graphics APIs as we know it, I wonder if OGL or DX actually have futures any way. For the time being they do at least.

      --
      Promote true freedom - support standards and interoperability.
    7. Re:Pretty obvious why ... by slashdotlurker · · Score: 1

      Memories of 1929, and all that.

    8. Re:Pretty obvious why ... by Anonymous Coward · · Score: 0

      centralize! centralize! it worked in the thirties!

      no, wait...

      lul

    9. Re:Pretty obvious why ... by Anonymous Coward · · Score: 0

      Probably because OpenGL2.0 initially promised to clear up the spec of now-outdated stuff and didn't follow its promise.

      OpenGL3.0 was then scheduled to clear up the spec, and again, did not follow its promise.

      Regardless, I have faith that immediate mode will remain until OpenGL9.0!

    10. Re:Pretty obvious why ... by funkatron · · Score: 1

      As a Brit I'm tempted to ask what happened in 1929? but most of the things I can think of that would get called laying an egg are pretty horrific.

      --
      "Welcome to our world. We are the wasted youth. And we are the future too." Yes, I know these are stupid lyrics.
    11. Re:Pretty obvious why ... by slashdotlurker · · Score: 1

      Would the Great Depression qualify as the honorary hen in this case (though prevalent reports at the time ascribed that task to the Wall Street) ?

  13. Just to set the record straight. by Anonymous Coward · · Score: 5, Informative

    This wont magically solve your driver issues.
    This wont magically port your game to opengl.

    The openGL headers have always been available to compile against.

    This is the source for the reference implementation of openGL. It would be of interest if your planning on writing a 3D 'rendering' engine (not 3d game engine) from scratch, or are interested in how the opengl stack works.

    FYI, mesaGL's source has always been readily available and is based off SGI's implementation.

    1. Re:Just to set the record straight. by Anonymous Coward · · Score: 0

      wtf are you on about?

      the news is about moving from open source to free software, huge difference

    2. Re:Just to set the record straight. by Anonymous Coward · · Score: 0

      Huge only to a reduced bunch of fanatics with less than 1% of marketshare.

      Deal with it.

  14. SGI to IBM by nimbius · · Score: 1

    ...your move.

    --
    Good people go to bed earlier.
  15. Is OpenGL a player anymore? by cOdEgUru · · Score: 3, Insightful

    I am sorry, but someone has to ask. If you had told me that this happened five six years ago, I would be ecstatic, as this would have proven to be a worthy deterrent to Microsoft's DirectX, which was lagging behind OpenGL adoption.

    But with DirectX with what 90% of the market(?), I fear its too little, too late. SGI, though one of the icons of the past, has had to suffer from people at the top in late 90s who had really not much vision as to how the PC world was going to pan out over the next few years and was really caught unaware when OpenGL went the way of the doodoo.

    But hey, SGI was still the only place then who had Aeron chairs (this from a friend of mine who was gracious enough to invite me to their awesome lunch cafe).

    1. Re:Is OpenGL a player anymore? by ckaminski · · Score: 5, Interesting

      OpenGL has NOT gone the way of the Dodo, and as far as I know, is still kingpin of the 3D visualization world outside the gaming community (CAD/CAM/Modelling).

      OpenGL was never very big in the gaming world either. Quake/HL was a standout in this regard, but most 3D game engines have been very custom, or based on DirectX - DirectX was sort of mandatory once game authors lost direct access to hardware.

    2. Re:Is OpenGL a player anymore? by spiffmastercow · · Score: 3, Funny

      SGI, though one of the icons of the past, has had to suffer from people at the top in late 90s who had really not much vision as to how the PC world was going to pan out over the next few years and was really caught unaware when OpenGL went the way of the doodoo.

      I can assure you that the doodoo is very much stil around, and in fact fills the pants of every non-toilet trained infant and toddler around the world.

    3. Re:Is OpenGL a player anymore? by Anonymous Coward · · Score: 0

      Sure, 90% of the market for ONE operating system. Otherwise Direct3D doesn't exist anywhere else when needing to run 3D apps on any other OS.

    4. Re:Is OpenGL a player anymore? by Kjella · · Score: 1

      Well, DirectX is obviously going to be the big thing by volume. However, I think the way graphics interfaces work will change quite a bit and the most exciting part of that is Gallium3D. It's a low-level interface to expose programming functionality in a generic way, while you have frontends like DirectX, OpenGL and such working as state trackers and APIs for applications. Since modern graphics cards are pretty much all moving to a unified shader architecture, it's not going to be like the old days when you pushed things into a fixed pipeline. Instead you can make up as thin or heavy a graphics library as you want that all target the Gallium3D interface to actually render it. While it won't do anything to make DirectX games use anything else, I hope it'll make Linux 3D far easier and better.

      --
      Live today, because you never know what tomorrow brings
    5. Re:Is OpenGL a player anymore? by PainKilleR-CE · · Score: 2, Informative

      OpenGL was never very big in the gaming world either. Quake/HL was a standout in this regard, but most 3D game engines have been very custom, or based on DirectX - DirectX was sort of mandatory once game authors lost direct access to hardware.

      While I agree with your first statement (OpenGL is still big outside gaming), I disagree with this part. The Quake line of engines were very widely used in games in the mid-to-late 90s, and because of the impact they had on the gaming world most game developers developed for OpenGL or Glide (or both). Of course, since Glide only worked on 3dfx, and OpenGL never worked really well on 3dfx (not at all for most of the time they were putting out chips), there wasn't a significant overlap in the markets for the two APIs. The only reason anyone got away with not developing for OpenGL early on was that so few people expected good hardware acceleration from non-3dfx cards, so people that had 3dfx played in Glide, and everyone else played with software rendering.

      Once software rendering started dropping out of the market (as nVidia started taking market share with the GeForce line, and on-board chips started doing some hardware 3D), different game engines made choices between Direct3D and OpenGL, but many of them supported both.

      DirectX 3 was the first version anyone but Microsoft really took seriously, and it proliferated in non-3D games quite quickly. DirectX 5 pretty well solidified its place in gaming, but not quite in 3D (and DirectX 4 was canceled, as 4 and 5 were in simultaneous development, but the developers wanted the features in 5 and MS axed 4 to get 5 out more quickly).

      There were a few things that moved people to Direct3D, though:
      - developing OpenGL extensions in-house consumes a lot of resources, and these are wasted if the features you're implementing already exist somewhere else (such as in Direct3D)
      - On Windows, you were probably already using the Direct X API for DirectInput and DirectSound (and it should be noted that DirectInput is now deprecated, and many game developers use other APIs for sound).

      OpenGL was strong enough in 1997 that MS started working with SGI to unify the OpenGL and Direct3D APIs. Of course, while MS was supposed to be working with them on Fahrenheit, they also managed to release DirectX 5, 6, and 7, all of which further increased MS' market share in games (especially 3D games where they were not doing well with Direct X 1-3), meanwhile OpenGL didn't hit version 2.0 until 2005. Even for a standard, OpenGL moved pretty slowly, and rejected more ideas from game developers than Microsoft did with DirectX/3D.

      --
      -PainKilleR-[CE]
    6. Re:Is OpenGL a player anymore? by Anonymous Coward · · Score: 0

      You seem to be confused. OpenGL is not a game engine, it's an API. DirectX was in no way mandatory.

      Note I say was, as it currently is or will after the 3.0 fiasco. The new spec will benefit CAD developers, but its clearly a death shot for anything else.

      And given CAD projects are not exactly popular among free open source software, this is practically worthless.

      Larrabee will wipe OpenGL out. It may be possible for the OpenGL spec to advance a bit and finally catch with DirectX 9 but by that time it will be too late and the time required to write and release new drivers will make it even more late. OpenGL is dead.

    7. Re:Is OpenGL a player anymore? by NullProg · · Score: 2, Insightful

      But with DirectX with what 90% of the market(?), ..."when OpenGL went the way of the doodoo."

      90% of what market? DirectX is 100% of Microsofts private Windows/XBox market.

      OpenGL is used on PC/Linux, MacOS X, Unixes, Playstation2, Playstation3, GameCube, Wii. Far from extinction I would say.

      Enjoy,

      --
      It's just the normal noises in here.
    8. Re:Is OpenGL a player anymore? by Anonymous Coward · · Score: 0

      OpenGL's biggest loss in ground is in the indie development market.

      DirectX has just added more and more whilst OpenGL has remained mostly static, for indie dev teams this is extremely important, they don't have large dev teams and so all the pre-written code they can get is a massive bonus and DirectX does that in a very nice, standard manner.

      The problem is compounded by the fact that MS released things like XNA GSE which gives indies the option to easily develop for the XBox too and provides a nice path to getting published without fear of piracy and such on Live Arcade and piracy is a bigger deal for indies.

    9. Re:Is OpenGL a player anymore? by shiftless · · Score: 1

      OK, so where do I download my copy of DirectX for Linux?

  16. And for their next trick by mihalis · · Score: 3, Informative

    they should fix the GLUT license.

    1. Re:And for their next trick by idiot900 · · Score: 1

      they should fix the GLUT license.

      Use SDL instead. IIRC it does a fair amount of what GLUT does.

    2. Re:And for their next trick by Creepy · · Score: 3, Informative

      GLUT is just a bunch of convenience methods, and is decade old abandonware, anyway - use freeglut instead.

  17. Unusual slashdot article by damn_registrars · · Score: 4, Funny

    ... How often do we see an article on SGI here that doesn't either forecast their demise or have updates on their latest bankruptcy filing?

    --
    Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
    1. Re:Unusual slashdot article by MagikSlinger · · Score: 1

      ... How often do we see an article on SGI here that doesn't either forecast their demise or have updates on their latest bankruptcy filing?

      I was tempted to post: "Holy crap, this is big news!! SGI is still in business!!!"

      --
      The bitter lessons of a veteran coder: http://bitterprogrammer.blogspot.com
    2. Re:Unusual slashdot article by damn_registrars · · Score: 2, Informative

      I was tempted to post: "Holy crap, this is big news!! SGI is still in business!!!"

      Surprisingly enough, not only is SGI still in business, but they'll even sell you a workstation with a MIPS processor (if you really want one).

      --
      Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
  18. Yes, it is. by Anonymous Coward · · Score: 0

    90% of which market? 90% of the PC games market, maybe. But OpenGL is widely used in professional 3D Applications and is an industry Standard there.

  19. Too little, too late by Mex · · Score: 1

    At least for the gaming market.

    If they'd done this back when DirectX was just beginning and OpenGL was actually relevant, things would be much different now.

    As it is, DirectX went on to beat OpenGl soundly.

    This might have some bigger effect on the non gaming graphics applications (CAD and 3D stuff), but for gaming it's just irrelevant now.

    I know you might say "Well, it means I can finally play (Insert game from the year 2000 on Linux!", but for 99% of gamers out there, Linux is still irrelevant.

    1. Re:Too little, too late by JackieBrown · · Score: 2, Insightful

      Darn, because we really want more gamers in our community.

      I know I stay up nights depressed that more 13 - 16 year olds aren't spamming our forums with even stupider questions that the window drones.

      I wait for the day were the posts change from "Why don't my drivers work" to "Dude, wtf is the problem with this linux pos. This sux!!!'

    2. Re:Too little, too late by rk · · Score: 4, Insightful

      I wait for the day were the posts change from "Why don't my drivers work" to "Dude, wtf is the problem with this linux pos. This sux!!!'

      The funny thing is I always had more success being a bit insulting when I needed Linux help on a forum. If I asked "I can't get foo to work. I've read the docs and tried bar and baz, but it didn't help." I'd get crickets. If I said "Linux sucks because it can't do foo." Then a ton of fanboys would pile on, call me every name in the book, and then explain in exacting detail how foo can be done. They might've thought I'm a retard, but at least my question got answered. :-)

    3. Re:Too little, too late by TheRaven64 · · Score: 3, Informative

      I think this has the largest number of comments from people who have absolutely no clue what the story is about than any other Slashdot story.

      The relevant code was already released to the X Consortium and has been distributed with XFree86 and X.org for well over a decade. The license was badly worded and when someone noticed that it was basically impossible to comply with (and therefore not Free Software) and so SGI fixed this to clarify the original intent of the license.

      --
      I am TheRaven on Soylent News
    4. Re:Too little, too late by Mex · · Score: 1

      That elitist attitude is worse than the Apple Cult, man.

  20. No, the OTHER license. by argent · · Score: 2, Interesting

    There were two licenses listed as having problems, that's only one of them.

  21. Seriously by DrYak · · Score: 4, Informative

    I can get those laptop drivers fixed, and then I can finally sleep/hibernate properly!

    I've never heard of ACPI depending on an API for generating polygons, but hey whateva.

    In short ACPI will take care to shut down and turn back on the power consumption of the PCIe bus. But on wake up, the *graphic drivers* will take care that everything, including the content of the graphical memory, etc. return to the exact same state, as if the 3D application running where never interrupted.

    Giving an opensource OpenGL 3.x leaves more time for the developers for other parts of the drivers : to develop a nice DRI2/TTM/GEM underneath fixing low level problems like sleep/wake-up among other.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  22. Gannondorf! by Anonymous Coward · · Score: 0

    You're just angry because we still have two triangles, and you could only steal one! Run off to Japanese Affricka already.

    Whoosh!

    A vernal pool! Maybe if I use a floot, it'll reveal a secret.

  23. Thanks by Mr.Ned · · Score: 1

    Thanks, FSF! I appreciate the work you do to promote free software, and this is another great example.

  24. Re:Quick question... by JackieBrown · · Score: 1

    Depends what you are looking for. I use it in my xbmc and it works fine but my amd processor does most the work as far as decoding.

    That doesn't seem to be changing:

    http://www.nvnews.net/vbulletin/showthread.php?t=106584

    Also, there is no timetable (or even a commitment) to support OpenGL 3

    http://www.nvnews.net/vbulletin/showthread.php?t=117937

  25. Re:Quick question... by JackieBrown · · Score: 3, Informative

    Nvidia does not support PureVideo HD in linux.

    http://www.nvnews.net/vbulletin/showthread.php?t=106584

  26. You should NEVER by Anonymous Coward · · Score: 0

    settle for the lesser of two weasels.

  27. Divergence, Gaming vs Professional by Rolgar · · Score: 1

    So, will the CAD and Gaming markets diverge?

    When OpenGL 3.0 came out 5 weeks ago, there was much talk about new features that had been shown and old stuff had been dumped, and then all of that was tossed because of needed backwards compatibility for the CAD software. Is this maybe a chance for the gaming crowd to get the new stuff, developed by a collaboration between AMD, Intel, nVidia (if they're interested) and any game makers and other open source companies that want to participate in a more open API.

    If this happens, more companies might start writing their games for the new standard (I assume they'd take on a new name, and OpenGL would be the name for the Professianal Version) so they can easily port to the growing Mac and Linux markets, and between PC and consoles.

    Anyway, this is great to see. I can't wait to see what sorts of improvements come out of this.

  28. Of course, this means OpenGL is dead.. by tjstork · · Score: 1

    SGI is a company much weaker than it was when it first released OpenGL and drove it. Microsoft has no use for OpenGL, and so now, we have OpenGL being offered up as free software? This can be spun as having an "open license" as much as we want, but to me it looks more like OpenGL is really without any serious corporate sponsorship.

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  29. Heretic has OpenGL in this project. by antdude · · Score: 1

    Doomsday. And other DOOM-related engines. :)

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  30. Done correctly. by PipsqueakOnAP133 · · Score: 1

    I must chime in that I applaud the FSF's effort in this event in that:
    1) they did not use guerilla tactics
    2) they dealt with SGI on friendly terms
    3) and most importantly, did not appear to force the use of the GPL.

    In light of the crazy bad ideas that they've attempted recently (like DDOSing Apple stores), I consider this a sign that they're willing to attempt to regain my trust.

  31. I always wondered, by SlashDev · · Score: 1

    when a company releases code to the open source community, how do the original developers feel?

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  32. So where do you get the code? by zackhugh · · Score: 1

    The article discusses the OpenGL licensing and legalities, but what about the released code? Where is it? What site? What repository?

  33. So how does this apply to nVidia? by Anonymous Coward · · Score: 0

    That was a good explanation, thanks, and it explains Mesa's position well. The Mesa project has never claimed that their product was OpenGL, nor that it was validated, but only that it was written to be compliant with the OpenGL specification.

    But nVidia isn't in that boat --- they've always claimed that they were delivering OpenGL.

    Does this announcement mean that nVidia's OpenGL is now free software then, because of SGI's automatic license update clause? That would be so fantastically wonderful that I'm sure it's not the case, but if not, how come that the license update doesn't apply to them? Are nVidia not supplying OpenGL by license from SGI?

    While this probably wouldn't apply to nVidia's extensions to OpenGL, any modifications to SGI's OpenGL would constitute a derived work which would still be under SGI's license.

    1. Re:So how does this apply to nVidia? by mikael · · Score: 1

      Does this announcement mean that nVidia's OpenGL is now free software then, because of SGI's automatic license update clause?

      Probably not, because the memory-mapping interface between system memory and the device driver hardware registers will still be confidential to Nvidia and board manufacturers.

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  34. Better, but still no free OpenGL implementation by Anonymous Coward · · Score: 0

    Please check exactly what is covered by the SGI B and GLX licenses before you shout "Awesome!". The truth is, very little is covered.

    All they've really tidied up to the FSF's satisfaction are the licenses on the GL and GLX headers and machine-readable specification documents, which are used in many FOSS bindings. It has also fully freed up SGI's sample OpenGL implementation, but that is 8-year old abandonware, and not used by anyone for anything.

    This improvement in the license is undoubtedly helpful, but mainly to license Nazis, not to engineers.

    It provides nothing new to anyone actually working with OpenGL, since the only working FOSS implementation of OpenGL (but unvalidated) is still Mesa 3D, which isn't dependent on SGI's license. nVidia's OpenGL implementation appears to be their own and not licensed from SGI (as far as we know), so nVidia OpenGL is not freed up by this relicensing --- they probably only license the OpenGL trademark from SGI (and that's a code-free SGI license).

    So no, it's substantially less than awesome, since we still have no fully-accelerated OpenGL. And nothing changes, in practice, as a result of this announcement. (Check out #OpenGL on freeenode to see how underwhelmed everyone in the GL community is.)

    What we really have here then is just a "PR success" which helps SGI and helps the FSF, but doesn't really do anything of significance.

    What will definitely be "awesome" news for OpenGL+FOSS is when the FOSS community finally turns all that documentation we received from AMD and Intel and Via (but not from nVidia) into accelerated 3D drivers to work with a Mesa-based OpenGL. But that's a shitload of work (and our guys *ARE* working very hard at it), and so working systems won't be with us for several years yet.

    So, sorry, not awesome, just PR.