OpenGL 4.0 Spec Released
tbcpp writes "The Khronos Group has announced the release of the OpenGL 4.0 specification. Among the new features: two new shader stages that enable the GPU to offload geometry tessellation from the CPU; per-sample fragment shaders and programmable fragment shader input positions; drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention; shader subroutines for significantly increased programming flexibility; 64-bit, double-precision, floating-point shader operations and inputs/outputs for increased rendering accuracy and quality. Khronos has also released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous-generation GPU hardware."
Any chance the patent problems of OpenGL 3 have been fixed?
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To give an idea to non-OpenGL developers, OpenGL 4.0 closes the feature gap with Direct3D11. If you want to use OpenGL 4.0 you need to wait a couple of weeks before drivers will be out. In case of Nvidia, the drivers will be launched together with their new GTX4*0 GPUs which are the first Nvidia GPUs with Direct3D11/OpenGL 4.0 support. AMD might release new drivers before Nvidia since their hardware is Direct3D11 capable already.
Since graphics cards are marketed with the DirectX version they support: OpenGL 4.0 = DirectX what?
DirectX won, because it does sound and HID input handling, and because its on every PC sold to every mouthbreathing, Best Buy shopping, banana eating customer.
I want to delete my account but Slashdot doesn't allow it.
My life is finally complete. ;-)
Is there one now or on it's way? Im only interested in the non fixed pipeline api part.
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> it's not a practical concern.
According to the references linked from that en.swpat.org page, it seems the developers of the free software Mesa project think it's indeed a practical concern.
Please help publicise swpat.org - the software patents wiki
I wonder if/when 4.0 will be supported by OS X?
Large print giveth, and the small print taketh away
Given that the PC gaming market is really a joke compared to the console market I think DirectX is really rather meaningless.
When the Top 50 selling games world wide contains only 3 PC games The Sims, World of Warcraft, and Starcraft it's time to say that DirectX for the PC is over rated.
Since the Wii and PS3 use a custom modified version of OpenGL for their hardware I'd also have to side with OpenGL as at least being relevant to professional games.
How does one get into using OpenGL?
Anyone have some links to tutorials? I'm ok with C++, and would be willing to learn a different language if it will let me play around with cross platform game dev.
Any references and help would be great.
Can I use version 3 if I need to support older cards, for example by checking support and not using unsupported features? Or am I stuck with OpenGL 1.1 and extensions in that case?
Having the API retain state is a fundamentally bad idea. As one overview points out, "Nearly all of OpenGL state may be queried". (emphasis added)
It would be much better if there were OpenGL context objects that encapsulated the state, and were explicitly passed into API calls. I was completely dumbfounded when I first looked at API and saw that it didn't work that way.
Part of the reason for DX's popularity is the support for the latest tech. The reason for that support is that MS works with the GPU makers. They have discussions back and forth. MS tells the hardware makers what they want to introduce in the new DX specs, the hardware makers tell MS what kinds of features they are working on and so on (you have to remember that they are already in early development of next gen chips before current ones come out, chip development is a lengthy process). By working on this beforehand you can have a situation where DX supports the latest cards, and generally comes out about the same time. Quite useful.
Perhaps the OpenGL devs need to start doing that, rather than just sitting around until hardware launches and then playing catchup.
DirectX goes all the way to 11.
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I expect that the idea is that instead of calls like glClearBuffer(...) which take their context from the program's global environment, you'd have calls like glClearBuffer(context, ...). The point of this would be to make it easier for a given program to work with multiple contexts at once, e.g. for mixing render-to-texture with normal rendering. (Note: I am not an OpenGL expert, by any means.)
I'm a game developer. I work with OpenGL. This is exactly what's meant when people bitch about OpenGL being stateful. That and the selector states, which make it annoying to write libraries that target OpenGL and work together nicely.