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.'"
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."
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."
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.
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
The code was already "free" for a given definition of "free", however, three problems were identified.
The old licences:
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.
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?
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.
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.