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OpenGL 4.1 Specification Announced

WesternActor writes "The Khronos Group has announced full details for the OpenGL 4.1 specification. Among the new features of the spec, which comes just five months after the release of the 4.0 specification, is full support for OpenGL ES, which simplifies porting between mobile and desktop platforms. It'll be interesting to see what effect, if any, this new spec has on the graphics industry — more compatibility could change the way many embedded systems are designed. There are lots of other changes and additions in the spec, as well." Reader suraj.sun contributes insight from Ars, which brings OpenGL's competition into focus: "OpenGL 4.0 brought feature parity with Direct3D 11's new features — in particular, compute shaders and tessellation — and with 4.1, the Khronos Group claims that it is surpassing the functionality offered in Microsoft's 3D API. ... Whether this truly constitutes a leapfrogging of Direct3D 11 is not obvious."

167 comments

  1. That's all great by Anonymous Coward · · Score: 2, Funny

    But, how does this benefit porn viewing?

    1. Re:That's all great by Anonymous Coward · · Score: 2, Funny

      3-D man! Pay attention.

    2. Re:That's all great by AlphaWolf_HK · · Score: 4, Insightful

      But unless they can fully simulate boob physics proper, it's all for nothing.

      --
      Careful with names containing L slashdot.org/~AiphaWolf_HK slashdot.org/~AlphaWoif_HK slashdot.org/~AiphaWoif_HK
    3. Re:That's all great by pinkeen · · Score: 5, Informative

      Check out Illusion's games, boob physics as good as it gets

    4. Re:That's all great by logjon · · Score: 0

      porn is horrifying enough in 2d. if they find more than a handful of attractive girls to eat cum from 50 men, then, MAYBE, 3d will be a benefit

      --
      The stories and info posted here are artistic works of fiction and falsehood.
      Only fools would take it as fact.
    5. Re:That's all great by Anonymous Coward · · Score: 0

      You sick bastard. Know where I can get a copy?

    6. Re:That's all great by Anonymous Coward · · Score: 0

      Like you've ever seen a boob in real life. Well, aside from the one you see in the mirror.

    7. Re:That's all great by Darinbob · · Score: 4, Funny

      Yes, for slashdotters, it may actually be as good as it gets...

    8. Re:That's all great by MobileTatsu-NJG · · Score: 2, Funny

      But unless they can fully simulate boob physics proper, it's all for nothing.

      You're applying way higher standards to hypothetical 3d porn than you are the porn sitting on your hard drive right now.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    9. Re:That's all great by Anonymous Coward · · Score: 1, Funny

      Do moms tits count?

    10. Re:That's all great by xtracto · · Score: 2, Funny

      Howdy cow... those Japanese AREinsane:

      RapeLay is played from the perspective of a chikan named Kimura Masaya, who stalks and subsequently rapes the Kiryuu family (a mother and her two young daughters).
      The player can choose from a variety of sexual positions, and controls the action by making movements with the mouse or by scrolling the mouse wheel.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    11. Re:That's all great by Anonymous Coward · · Score: 1, Funny

      Well, for non-obese slashdotters, at least

    12. Re:That's all great by Anonymous Coward · · Score: 0

      I clicked the wiki link and looked at the list and the first thing I saw was "Battle Rape". If the list of games wasn't so long, I would have thought it was a joke.

    13. Re:That's all great by tehcyder · · Score: 1

      It's not 3-D *men* I'm intereted in...

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    14. Re:That's all great by Impy+the+Impiuos+Imp · · Score: 1

      Speaking of 3D, does anybody have a C++ project on Windows that shows how to use OpenGL? I can find tons, but they all open output files of 3D animation programs, which is useless to me. I need to pass it programmatically-generated 3D objects (points, lines, vertices, triangles, don't care, as long as it's simple to whip these up from point/line/triangle pseudocode.)

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  2. Announced, but by Netshroud · · Score: 0

    how long until we get drivers that support it, and how long until games that take advantage of it?

    1. Re:Announced, but by fuzzyfuzzyfungus · · Score: 4, Interesting

      According to these guys Nvidia will have test drivers sometime this week. Since that is also when the spec becomes generally available, it seems safe to assume that the spec was written in fairly close consultation with at least the big graphics players.

      I assume AMD's graphics drivers have also been in development, in concert with the spec, for some time, and will be available soonish, albeit with the usual lag after Nvidia. As for the various embedded guys, hard for me to say. I'm sure that having OpenGL ES made a proper subset, as opposed to a somewhat different near-subset, will be attractive for mobile developers, since it will make desktop to phone/console/embedded and back portability easier; but I don't know whether the embedded graphics hardware that is out there now can be updated with just drivers, or whether some 4.0 features will require an upcoming generation of silicon.

      As for games, the first tech demo/fanboy wank publicity stunt will probably be available about 15 minutes after the Nvidia drivers. Widespread use might be a while.

    2. Re:Announced, but by V!NCENT · · Score: 1

      AMD was faster with OpenGL 4.0, but lol.

      --
      Here be signatures
    3. Re:Announced, but by Anonymous Coward · · Score: 0

      AMD beta driver came out yesterday with OpenGL ES 2.0

    4. Re:Announced, but by robthebloke · · Score: 1

      AMD have been much better on the driver front than Nvidia recently. Thanks for the hard work to all the chaps at AMD i say! It's much appreciated, keep it up!

    5. Re:Announced, but by Anonymous Coward · · Score: 0

      Yeah, that's always the case. Quite a lot of standard OpenGL features started life as GL_NV / GL_ATI vendor extensions.

    6. Re:Announced, but by Narishma · · Score: 1

      The drivers should be available in the next few days. As for the games, the vast majority of them are written for DX9 level graphics cards thanks to the dominance of consoles this generation, so you could say the same thing about DX11 games.

      --
      Mada mada dane.
    7. Re:Announced, but by Anonymous Coward · · Score: 0
  3. Is opengl relevant anymore? by mark-t · · Score: 1, Flamebait

    This is not meant as a troll, it's an honest question.

    I mean, with the fiasco that happened with opengl3, I had thought pretty much everybody who was holding out hope for opengl gave up at that point and declared directx's 3d facilities the unequivocal victor.

    1. Re:Is opengl relevant anymore? by cosm · · Score: 2, Informative

      Linux is still a large OpenGL platform, and although you can use wine to get DirectX functionality, I would say OpenGL is still relevant, especially in the OSS side of things.

      --
      'We are trying to prove ourselves wrong as quickly as possible, because only in that way can we find progress.' RPF
    2. Re:Is opengl relevant anymore? by haruchai · · Score: 4, Insightful

      Hey, if you get your act together, you can always make a comeback. Apple did it; Linux helped make Unix relevant again outside of big iron.
      But, you have to be able to sell it and to deliver.

      --
      Pain is merely failure leaving the body
    3. Re:Is opengl relevant anymore? by grantek · · Score: 4, Interesting

      Simply put, yes, OpenGL is awesome. The fuss over OpenGL 3.0 was because it wasn't as awesome as it could have been at that time.

      It's also available on many more platforms than D3D.

    4. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      How do you use DirectX without Windows? Well? See, OpenGL is still relevant.

    5. Re:Is opengl relevant anymore? by mark-t · · Score: 3, Insightful

      That fuss, as I understand it, culminated in a lot of former opengl developers giving up on opengl and moving to directx, even though it meant being windows only... I was asking because with that mass exodus, does opengl still have a critical mass to sustain itself in the mainstream?

    6. Re:Is opengl relevant anymore? by Beelzebud · · Score: 1

      Is this modded troll because someone doesn't like the truth? What he stated here is a fact. Xbox360's success has ensured that most mainstream developers are using DirectX. You and I may not like it, but it's a fact.

    7. Re:Is opengl relevant anymore? by zach_the_lizard · · Score: 2, Insightful

      It's all you get on many embedded platforms, such as the iPhone, Android, and friends, plus it's all you get on Mac OS X, Linux, FreeBSD, etc. etc. So long as there are 3d applications on those platforms (and others), and no new spec is created, OpenGL will have a critical mass to survive. Whether it will ever take over the Windows game development market again remains to be seen, however.

      --
      SSC
    8. Re:Is opengl relevant anymore? by Beelzebud · · Score: 1

      Open GL is definitely still relevent, but you can't ignore the 800lb gorilla in the room. (Xbox360)... That's where the money is, and that's why game developers have migrated to DirectX. I only wish OpenGL had kept up with DX in those critical years when the 360 was gaining steam. Even if OpenGL surpassess DX in this cycle, it won't meanmuch to mainstream game development.

    9. Re:Is opengl relevant anymore? by Mad+Merlin · · Score: 3, Insightful

      Is this modded troll because someone doesn't like the truth? What he stated here is a fact. Xbox360's success has ensured that most mainstream developers are using DirectX. You and I may not like it, but it's a fact.

      Yeah, and then you can just port it straight to the PS3! Oh, wait...

    10. Re:Is opengl relevant anymore? by Beelzebud · · Score: 1

      Now if we could only convince some of the top development studios to believe this. It's pretty sad that Linux had more support from companies back when it wasn't quite ready for prime time. These days Linux kicks ass, and yet we see less games being released for it. Even companies that used to release Linux ports aren't doing it anymore (epic i'm looking at you).

    11. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 1, Interesting

      PS3/Wii/DS/3DS/PSP/iPhone/Android/Linux/MacOS all use OpenGL variants. I think it's safe to say that the 800lb gorilla has to share the room with another ape.

    12. Re:Is opengl relevant anymore? by Beelzebud · · Score: 0, Troll

      And if you've followed gaming much at all you'd know that a lot of studios don't put out PS3 versions of their games for this very reason.

    13. Re:Is opengl relevant anymore? by Beelzebud · · Score: 1

      And yet the 360 is still dominating the living room. The Xbox is the most evil thing MS has ever done. They snuck Direct X into everyone's living room, and now we're stuck with it.

    14. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      The embedded platforms you mentioned run opengl ES, which is not the same thing. Unix type platforms have wine. Mobile platforms running windows 7 mobile have XNA, which runs a managed version of directx. I just don't see why opengl is still relevant or required for anything these days.

    15. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      Few people bother with a high level language for shaders anymore. It might be convenient but using low level programming for rendering can guarantee compatibility with whatever platform you're targeting.

    16. Re:Is opengl relevant anymore? by Beelzebud · · Score: 2, Insightful

      Have you ever tried playing modern games in Wine? It's a crap-shoot on weather or not they look correct. OpenGL is still very relevant for Linux and Mac gaming. Besides, how do you think Wine accelerates games? It's still using OpenGL even if it's a Direct X game.

    17. Re:Is opengl relevant anymore? by Grey+Ninja · · Score: 4, Informative

      I work in video games. That's the most retarded thing I've ever heard. This is obvious trolling, so I won't bother with a deep response, but porting from D3D to OpenGL (or vice versa), is fairly straightforward. A much bigger problem is different CPU and memory architecture that makes porting a pain in the ass, as well as different first party requirements.

    18. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 5, Funny

      Open GL is definitely still relevent, but you can't ignore the 800lb gorilla in the room. (Xbox360)

      That's just because it's on fire.

    19. Re:Is opengl relevant anymore? by Beelzebud · · Score: 2, Insightful

      Not trying to troll at all, and I concede your point. I know Valve has even stated that the reason Source isn't on the PS3 (it will be for portal 2) was because of the cell processor in the PS3. It wasn't because of OpenGL. I stand corrected on this point.

    20. Re:Is opengl relevant anymore? by SoftwareArtist · · Score: 1

      According to http://en.wikipedia.org/wiki/Console_wars#Worldwide_sales_figures_5, total worldwide sales are 41.7 million for the Xbox 360 and 70.9 million for the Wii. (And the Wii figure is almost four months older than the Xbox figure, so the real difference is even larger.) Then add in 35.7 million PS3s. I don't think it's at all accurate to say the Xbox is "dominating the living room". It accounts for well under a third of current generation consoles.

      --
      "I'm too busy to research this and form an educated opinion, but I do have time to tell everyone my uninformed opinion."
    21. Re:Is opengl relevant anymore? by Beelzebud · · Score: 1

      What about games sales? Just because Nintendo moved more machines than MS doesn't mean people are actually playing it more.

    22. Re:Is opengl relevant anymore? by shaitand · · Score: 2, Informative

      "The embedded platforms you mentioned run opengl ES, which is not the same thing."

      It is now. You need to work on reading comprehension.

    23. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      Open GL is definitely still relevent, but you can't ignore the 800lb gorilla in the room.

      Ballmer?

    24. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      Open GL is definitely still relevent, but you can't ignore the 800lb gorilla in the room. (Xbox360)...

      Yea because once a console wins a generation it will win every generation afterwards.

    25. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 2, Informative

      You are aware that WINE uses OpenGL right?? And that some of the main features of DX11 (tesslation for example) where ports from OpenGL extensions that are years old ... OpenGL is good because its open. It doesnt take much to get a valid extension approved, infact you can write one yourself. It's not geared for gaming, nor does it have any features that a Graphics API shouldn't have. But its good and I dont want to see it gone anytime soon.

    26. Re:Is opengl relevant anymore? by JDeane · · Score: 1

      Also consistently dominated by Nintendo.

      NPD software sales for the top 10 for the first half of 2010.

      http://www.next-gen.biz/news/npd-reveals-first-half-2010-bestsellers

      Looks like a lot of people are actually buying games for the Wii and probably playing them.

    27. Re:Is opengl relevant anymore? by mark-t · · Score: 1

      That's actually sort of what I figured (and apparently got modded as flamebait for).

    28. Re:Is opengl relevant anymore? by V!NCENT · · Score: 4, Interesting

      Absolutely true and not flamebait: http://en.wikipedia.org/wiki/OpenGL#Longs_Peak_and_OpenGL_3.0_controversy

      OpenGL 3.0 was a disaster because it should have been revolutionary but instead it was an extended 2.1 to maintain compatibility with workstation apps (as in graphical workstations).

      Today however OpenGL is way ahead of Direct3D. One of its killer features is OpenCL compatibility. GLSL (OpenGL Shading Language) is now at version 4.00 and since OpenGL 3.2 supported geometry shaders.

      Now is it relevant? Are you kidding me? In this day and age of all these platforms it is _THE_ library. Direct3D is only viable on Micrsoft platforms.

      Android, Playstation3, Mac OS X, iOS, Linux, Windows. They all have OpenGL support and thus anyone is now porting, if they haven't already and newcommers all use OpenGL. In fact all the CAD apps have been using OpenGL solely! All the big players and studios are using OpenGL now.

      Now the real question is; What is Microsofts next move to stay in the game?

      --
      Here be signatures
    29. Re:Is opengl relevant anymore? by MobileTatsu-NJG · · Score: 1

      Android, Playstation3, Mac OS X, iOS, Linux, Windows. They all have OpenGL support and thus anyone is now porting, if they haven't already and newcommers all use OpenGL. In fact all the CAD apps have been using OpenGL solely! All the big players and studios are using OpenGL now.

      Now the real question is; What is Microsofts next move to stay in the game?

      With the exception of the words 'iOS' and 'Android', this exact point has been made repeatedly over the last few years. Microsoft is already making its next move right now and humming right along.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    30. Re:Is opengl relevant anymore? by 91degrees · · Score: 1

      Yes.

      In the past it's suffered from poor support in Windows. (The drivers are great but Microsoft did nothing). But openGL - especially the Embedded Systems variants - is used on Android and iphone. OpenGL is also useful for multiplatform development. This is typically used for niche applications but there are a lot of niches.

    31. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 1, Interesting

      Most games on the PS3 actually don't even use OpenGL on it. Thay actually use GCM which is very low level API for the PS3 GPU.

    32. Re:Is opengl relevant anymore? by TheTurtlesMoves · · Score: 2, Interesting

      The fuss over OpenGL 3.0 was because it wasn't as awesome as it could have been at that time.

      I got the impression that lots of DX coders just jump into forums and flamed away. Most of the pro opengl devs I know where not too unhappy with it. Now looking back I can say quite a few of them think it was a great idea not to push the object model too early... for the simple reason that vendors still were working out what is easy to put in drivers/hardware.

      Even on this thread its pretty clear that quite a few comments about what opengl is not, has been made by folks that clearly don't code opengl.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    33. Re:Is opengl relevant anymore? by V!NCENT · · Score: 1

      While true that this point has always been made, it is only recently other platforms are breaking through.

      Welcome to todays world ;)

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    34. Re:Is opengl relevant anymore? by TheTurtlesMoves · · Score: 2, Informative

      A huge amount of the 3d computer market is not games. We have all nivida/linux machines in the lab (about 200 machine in the department) for protein structure visualizations. Another company i worked with had a huge investment for CAD/CAD hardware. Its all opengl.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    35. Re:Is opengl relevant anymore? by Verunks · · Score: 1

      Now is it relevant? Are you kidding me? In this day and age of all these platforms it is _THE_ library. Direct3D is only viable on Micrsoft platforms.

      Android, Playstation3, Mac OS X, iOS, Linux, Windows. They all have OpenGL support and thus anyone is now porting, if they haven't already and newcommers all use OpenGL. In fact all the CAD apps have been using OpenGL solely! All the big players and studios are using OpenGL now.

      Now the real question is; What is Microsofts next move to stay in the game?

      Microsoft doesn't have to do anything, how many opengl games came out in the last years? I can think of wolfenstein, some indie games and then what? every other games is running on directx
      opengl may be available on a lot of platforms but who cares it's not like you can port crysis from pc to an iphone in a day just because it's in opengl(I know it's not in opengl, it's just an example)
      I'm not a game developer but I think that directx/opengl can easily be abstracted by the engine to use whatever is best on the platform it runs, something like Qt, and I think valve is doing that with the source engine right now

    36. Re:Is opengl relevant anymore? by Nagrom · · Score: 1

      PlayStation 3 having OpenGL support is scarcely relevant considering the performance relative to the other available APIs. No-one uses it there. Any game studios targeting a subset of the 3 major HD gaming platforms - ie. Windows, 360, PS3 - are almost certainly not going anywhere near OpenGL. Though you do have a point with regards to anyone doing mobile, Wii, or a game targeting both Windows and MacOS (which is presumably a growing area since Steam's arrival on the latter).

    37. Re:Is opengl relevant anymore? by Khyber · · Score: 1

      Source isn't on the PS3? So this Orange Box for the PS3 I have is NOT the Source engine that runs HL2? Huh?

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    38. Re:Is opengl relevant anymore? by jpmorgan · · Score: 1

      Valve refuses to touch the PS3 (rightly so, it's an awful piece of hardware to program). EA did the port of the Orange Box.

    39. Re:Is opengl relevant anymore? by n+dot+l · · Score: 1

      For those that honestly don't know and do want slightly more details, you can see some of my old comments here and here. Sorry about the tone, I was bored, and the trolls looked so very hungry...

      For those who find clicking difficult, the most relevant bit is this:

      GL and DX have near identical capabilities, identical object lifetime management, trivially mappable entry points and trivially mappable state bits, and near identical performance and synchronization behaviors. Porting between the two is trivial compared all the other work a proper port requires.

    40. Re:Is opengl relevant anymore? by V!NCENT · · Score: 1

      What do Windows games have to do with a cross platform graphics library? The question was "How relevant is OpenGL".

      Furthermore the last couple of years a lot of big titles were OpenGL. There was also a large chunck of Direct3D games (because Direct3D isn't being used for anything besides games, just to point out how much it sucks) . That was because the Direct3D lib was then better than OpenGL.

      I don't hope that I have to point out why OpenGL is killing it.

      --
      Here be signatures
    41. Re:Is opengl relevant anymore? by JonJ · · Score: 1

      Microsoft doesn't have to do anything, how many opengl games came out in the last years?

      This is a common misconception by gamers, that their niche hobby is actually relevant. Newsflash: it isn't. Yes yes, we all know how gamers go "I'D GO LUNIX IF ONLY IT HAD GAMEZZ", but even if games are ported, it wouldn't have much impact on the marketshare. The battle is elsewhere.

      --
      -- Linux user #369862
    42. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      Cruel to give this man a flamebait mod. He's asking a valid question....

      Yeah, the whole 3.0 fiasco was a mess. A lot of developers made a lot of noise about being hard done by, however since then Khronos have improved their handling of the GL spec a lot! The 3.0 spec was a bit half arsed if I'm honest, and missed out a lot of features we'd been crying out for. I took a personal gamble at the time of 3.0 to go GL on our products (all my colleagues wanted to jump ship to DX9, but after a few heated debates I managed to persuade them to stick with GL). I was very happy when the GL3.3 spec came out - it's actually a nice clean tidy API again, and GL4.1 has fixed the last couple of glaring holes (ability to save/load compiled shaders, better control over shader program linking). I think my colleagues now accept that OpenGL was actually a pretty good choice (thank god!)... for a long time it looked like I'd made a very big mistake...... :|

    43. Re:Is opengl relevant anymore? by robthebloke · · Score: 2, Interesting

      opengl may be available on a lot of platforms but who cares it's not like you can port crysis from pc to an iphone in a day just because it's in opengl(I know it's not in opengl, it's just an example)

      So, you install a brand new ATI/Nvidia card into your WinXP box. Want geometry shaders? Want tesselation? Want DX11 features on Vista? You're going to need to use OpenGL. The single biggest advantage that OpenGL has right now is windows support.

      I'm not a game developer but I think that directx/opengl can easily be abstracted by the engine to use whatever is best on the platform it runs, something like Qt, and I think valve is doing that with the source engine right now

      Correct. It's how most devs approach the problem. I for one have made a set of OpenGL classes that exactly mirror the D3D11 interface. It's really not hard to do. The only thing you have to worry about is porting shaders between HLSL/GLSL (which is actually trivial), although you can always use cg if you want an even easier life....

    44. Re:Is opengl relevant anymore? by Narishma · · Score: 1

      Correction: Valve refused to touch the PS3, this has changed now. Also it's not because the hardware is awful but only because Valve didn't have the people who were familiar with it.

      --
      Mada mada dane.
    45. Re:Is opengl relevant anymore? by LingNoi · · Score: 1

      Yes obviously if ex-Microsoft Gabe Newell says it, it must be true...

    46. Re:Is opengl relevant anymore? by mdwh2 · · Score: 1

      OpenGL is indeed clearly going to stay around, if only for that reason. But the question is whether it will remain viable for realtime rendering in game programming.

    47. Re:Is opengl relevant anymore? by Reapman · · Score: 1

      Well, as someone who wants to dabble in gaming and doesn't want to be tied to a single (Windows) platform, OpenGL is still highly relevant I think. Code I use runs equally well on OSX, Linux, and Windows.. DirectX on the other hand, while technically multiplatform as well (XBox, Windows variants), isn't nearly as much as OpenGL. I next want to start looking at Android as a platform, and although I don't expect it to be as smooth as going OSX to Windows, should be easier then going from DirectX.

    48. Re:Is opengl relevant anymore? by Anonymous Coward · · Score: 0

      Last I checked, AutoCAD still used D3D.

    49. Re:Is opengl relevant anymore? by IICV · · Score: 1

      Open GL is definitely still relevent, but you can't ignore the 800lb gorilla in the room. (Xbox360)

      That's just because it's on fire.

      You're a far better man than I.

      I would have said something about it freaking out due to a red ring of death.

    50. Re:Is opengl relevant anymore? by TigerTime · · Score: 1

      Until DirectX is natively available on Apple and Linux products, OpenGL will remain relevant (regardless of how old and crappy it becomes)

    51. Re:Is opengl relevant anymore? by zach_the_lizard · · Score: 1

      Windows Mobile 7 is a tiny little drop in the massive ocean of other embedded systems.

      --
      SSC
    52. Re:Is opengl relevant anymore? by TheTurtlesMoves · · Score: 1

      To be honest its never been at the top of the list with games for the simple reason that windows still dominates anything thats not a console. Console are probably never going to be great with a open API since they are generally all about being very closed and controlled platforms.

      Opengl games are the exception, not the rule. Its been that way for quite some time. The mistake that is often made, is to assume this means opengl==sux. Its doesn't sux any more than other api's.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
  4. Buzz-speak by Stiletto · · Score: 1

    Why use pseudo-words like "leapfrogging" when real words like "surpassing" or "overtaking" work just fine?

    1. Re:Buzz-speak by Speare · · Score: 4, Informative

      Why use pseudo-words like "leapfrogging" when real words like "surpassing" or "overtaking" work just fine?

      Leapfrog is a very old and well-known children's game which involves people continually taking the lead by surpassing (jumping over) their playmate. It has a connotation of an endless arms race or continual exchange of leadership in the marketplace. I think the use of the word "leapfrogging" here is perfectly apt. Idiom is a part of the language, and when properly used, gives another layer of nuance to the communication.

      --
      [ .sig file not found ]
    2. Re:Buzz-speak by cas2000 · · Score: 4, Insightful

      why use the made up word "pseudo-words" when the real phrase "made up words" works just fine?

      and why use the word "fine" when there are dozens of synonyms or near-synonyms that work just as well?

    3. Re:Buzz-speak by Darinbob · · Score: 1

      Or even "pwning".

    4. Re:Buzz-speak by Anonymous Coward · · Score: 0

      Why use pseudo-words like "leapfrogging" when real words like "surpassing" or "overtaking" work just fine?

      Leapfrog is a very old and well-known children's game which involves people continually taking the lead by surpassing (jumping over) their playmate. It has a connotation of an endless arms race or continual exchange of leadership in the marketplace. I think the use of the word "leapfrogging" here is perfectly apt. Idiom is a part of the language, and when properly used, gives another layer of nuance to the communication.

      But remember, not all Slashdot readers are from English speaking country.

    5. Re:Buzz-speak by infinitelink · · Score: 1

      But this is the English language version of Slashdot.

      --
      Intelligent idiots are we. | Evil men do not understand justice.
    6. Re:Buzz-speak by infinitelink · · Score: 1

      Which will it be, "made-up words" or "made up-words"? The former is not only more proper, but it's clearer. Not that "pseudo-words" is a good choice of expression given that "leapfrogging" isn't a non-word; he might have faired critciism better if he said something like "non-standard words".

      --
      Intelligent idiots are we. | Evil men do not understand justice.
    7. Re:Buzz-speak by Anonymous Coward · · Score: 0

      Maybe the other words aren't sufficient? Perhaps those phrases are not appropriate? Possibly those sayings are not apropos? Flarble teek cregs ney sobity?

  5. Anyone got patent info? by ciaran_o_riordan · · Score: 2, Interesting

    Anyone following this enough to know if attempts were made to resolve the patent issues?

    * http://en.swpat.org/wiki/OpenGL

    Or did new issues surface? Any pointers would be appreciated, thanks.

    1. Re:Anyone got patent info? by RyuuzakiTetsuya · · Score: 1

      0x08764356889997754322345678890

      Sure it's only 32 bit but you should be able to get by.

      --
      Non impediti ratione cogitationus.
    2. Re:Anyone got patent info? by Anonymous Coward · · Score: 0
    3. Re:Anyone got patent info? by Nagrom · · Score: 1

      Er, that would be a 128-bit pointer.

    4. Re:Anyone got patent info? by SecondaryOak · · Score: 1

      32 bit? I count 116 bits in your address.

  6. Will we live to see open source catching up? by meteficha · · Score: 1

    Currently we still don't have OpenGL 3.0 support! It is a real shame to be so far behind proprietary drivers.
    Okay, it's fine, I guess we can live with OpenGL 2.1, nobody needs OpenGL 4.1, right? ='(
    I know, I know, patches welcome. ;)

    1. Re:Will we live to see open source catching up? by Grey+Ninja · · Score: 1

      My nVidia video card supports OpenGL 3.1 in Linux. I don't have a 4.0 capable card unfortunately, but yes, the drivers are out there.

    2. Re:Will we live to see open source catching up? by meteficha · · Score: 1

      Great! What *open source* nVidia driver do you use? =)

    3. Re:Will we live to see open source catching up? by onefriedrice · · Score: 1

      Yes, and I've got OpenGL 3.2 support with the nvidia linux drivers, but those are obviously proprietary. The GP was most definitely referring to Mesa, the open source implementation, which still targets OpenGL 2.1.

      I don't think it's much of a problem. No GL developer doing serious work is going to be using a software implementation anyway. It's nice that Mesa is there as a backup, but it's certainly not the end of the world if it is several versions behind. The software implementation just isn't up to the task of running anything but the most simple GL programs, even with a fast CPU, so anyone running GL apps are definitely going to be using their video cards' implementation which will definitely be newer than OpenGL 2.1.

      Besides, I don't even think Microsoft's software implementation is as new as OpenGL 2.1, so it's not like that's necessarily a base configuration developers are using.

      --
      This author takes full ownership and responsibility for the unpopular opinions outlined above.
    4. Re:Will we live to see open source catching up? by meteficha · · Score: 2, Insightful

      Yes, Mesa has a software implementation, but Mesa is a *lot* more than that. Most, if not all, open source drivers use Mesa/Gallium3D infrastructure, including nvidia/ati/intel open source drivers.
      So yes, it is a problem even if you got the best graphics card on the market unless you use proprietary software. But staying open means staying with OpenGL 2.1 right now.

    5. Re:Will we live to see open source catching up? by Grey+Ninja · · Score: 1

      Ah, yes. In that case then, I'm still waiting for proper 3D acceleration. (I used to use an ATi card with the open source ATi drivers. They weren't THAT terrible, but still really slow).

    6. Re:Will we live to see open source catching up? by Jahava · · Score: 1

      Yes, Mesa has a software implementation, but Mesa is a *lot* more than that. Most, if not all, open source drivers use Mesa/Gallium3D infrastructure, including nvidia/ati/intel open source drivers. So yes, it is a problem even if you got the best graphics card on the market unless you use proprietary software. But staying open means staying with OpenGL 2.1 right now.

      Honestly, if you're buying closed hardware, you might as well take the dive and download (for free) the closed software to support it. I don't see how, morally or ethically, one is any worse than the other. Drivers are just software glue to connect hardware to your OS. For all practical purposes, you should consider them to be an extension of the hardware, so long as the vendor maintains them responsibly (like NVidia does). FOSS has a very respectable value, but knowingly crippling your hardware for a deviant extension of that value is just a waste.

    7. Re:Will we live to see open source catching up? by RAMMS+EIN · · Score: 1

      ``Honestly, if you're buying closed hardware, you might as well take the dive and download (for free) the closed software to support it.''

      I would be hesitant to paint hardware and software with the same brush. For one thing, software has practically zero marginal cost, whereas there is a real cost to producing another unit of hardware. For another, hardware is largely an isolated piece of the system, which only interacts with the rest of the system through well-defined interfaces (at the hardware level, that is).

      ``Drivers are just software glue to connect hardware to your OS.''

      If only that were the case. Drivers, at least on Linux, basically have kernel-level access to the system, which makes them part of the trusted base. That does not combine well with not being able to inspect, much less modify the working of the driver. It could be full of (intentional or unintentional) security holes and other bugs you might never know. And even if you knew, you wouldn't be allowed to fix them. I am sure there are known cases of such security holes. And haven't Windows users been saying for a number of years now that the major cause of crashes on their OS is faulty drivers?

      Even if a driver is just software glue to connect hardware to your OS, and it does not compromise the security and stability of your system, it would still be software glue between the hardware and _that_ OS. Experience shows that there are generally only a very limited number of operating systems that are supported by vendor-supplied drivers. Good luck if you ever want to use the hardware with another OS, or develop a new OS. Even a different version of the same OS can be, and often has been, problematic.

      Finally, I think even having the debate about open vs. closed drivers is the wrong discussion. By the time you are dependent on there being a driver, you have already lost the greater battle. There _should_ be a well-defined programming interface to the hardware, at least in so far as the hardware exposes functionality that is commonly provided by such hardware. I am thinking about things like ATAPI, VGA, USB device classes, serial port controllers, etc. When devices conform to these standards or de-facto standards, you can buy a device from any vendor and have it work by programming it the same way you would any other such device. For graphics cards, we have OpenGL. That means we know what the graphics card is expected to be able to do. Why isn't there a standard way to make it do that?

      Even failing a vendor-neutral way of programming the hardware, there should at least be a specification of the interface to the hardware. It used to be the case that you got these: the printer communicates over the parallel port and here is a description of the command language it supports. For CPUs, as far as I know, this information is also generally available. It seems to me that AMD is now doing the same thing for their graphics cards, as well. They don't all work the same way, but at least you can get a document that explains how they do work. Without that, it's either there's a good driver, or you're simply out of luck. My experience is that this alone means, in practice, that the hardware vendors dictate what operating systems you can use and when you can or must upgrade - and I say "no, thanks" to that.

      --
      Please correct me if I got my facts wrong.
    8. Re:Will we live to see open source catching up? by GooberToo · · Score: 1

      If only that were the case. Drivers, at least on Linux, basically have kernel-level access to the system, which makes them part of the trusted base. That does not combine well with not being able to inspect, much less modify the working of the driver. It could be full of (intentional or unintentional) security holes and other bugs you might never know. And even if you knew, you wouldn't be allowed to fix them. I am sure there are known cases of such security holes. And haven't Windows users been saying for a number of years now that the major cause of crashes on their OS is faulty drivers?

      Except you completely misunderstand and misrepresent the situation.

      In Linux, the "driver" part you mention is NOT the OpenGL stack. The driver is literally, just that. It provides for direct hardware access and memory management tailored for its workload; unlike the Windows situation which contained that plus the entire video driver. Worse, especially in ATI's case, there was no clear line of delineation which is one of the reasons ATI drivers used to be so crappy.

      Whereas on Linux, the video driver is actually loaded by X, in user space, and is absolutely NOT in the kernel. The video driver then communicates with the hardware using the hardware interface which is created by the kernel module. Thus the complexity and chance of catastrophic bugs crashing the entire system is several orders of magnitude worse. Interestingly enough, its more or less the direction Microsoft has gone in recent years. In other words, Linux/NVIDIA figured it out and everyone else followed.

  7. Wednesday by Namarrgon · · Score: 1

    Or so Ars reports.

    But games? Is anyone still doing games in OpenGL these days, apart from the rare port to Mac or Linux?

    --
    Why would anyone engrave "Elbereth"?
    1. Re:Wednesday by elfprince13 · · Score: 4, Informative

      You are aware of Valve and Blizzard, right?

    2. Re:Wednesday by fuzzyfuzzyfungus · · Score: 2, Informative

      Any 3D iDevice game is being done in OpenGL ES, which counts for a fair few(albeit mostly small and casual) games. Android likely accounts for fewer; but doesn't exactly do directx either.

    3. Re:Wednesday by the+linux+geek · · Score: 2, Informative

      Source Engine is DirectX on Windows.

    4. Re:Wednesday by AHuxley · · Score: 1

      If only Apple could get this generation of faster, cheaper, cooler running gpu's ... and then have fast frame rates.
      All the effort seems to be in the locked down idevices.
      Then games could not just be produced with the help of Macs but also played on them.
      Yes Apple now has more uptodate games but the forums are filled with frame rate issues. Apple needs basic backend quality gpu code.

      --
      Domestic spying is now "Benign Information Gathering"
    5. Re:Wednesday by Beelzebud · · Score: 4, Informative

      But they've ported it to Mac, and that version does use Open GL. Same for WoW, but Blizzard actually let's you enable OpenGL in windows by a config file. Although the last time I tried it, it didn't seem as stable as the DX client.

    6. Re:Wednesday by bheekling · · Score: 1

      Source Engine has had an OGL backend for a very long time (HL2-release times). Mostly for the inevitable PS port I suppose. I distinctly remember using it to play HL2 on Wine.

      --
      "..."
    7. Re:Wednesday by SplashMyBandit · · Score: 4, Interesting

      The flight simulator Il-2 has the choice of switching between OpenGL or Direct X. In fact, it is also written mostly in Java with much of the graphics in C++. This allowed it to be ported to the console in the form of Wings of Prey. The flexibility of OpenGL allowed this company to port easily, and made them money.

      The flight simulator X-Plane (now taking the crown for civilian flight simulators since Microsoft has shut down the studio that produced the Flight Simulator line) uses OpenGL. It's creator says in an interview that the choice of OpenGL was the correct one since he was able to port his product to the iPhone in a matter of weeks. This meant he personally got around 3.5 million US dollars in revenue in around a month. OpenGL made sound business sense to him. Here's the interview with him if you are interested: http://techhaze.com/2010/03/interview-with-x-plane-creator-austin-meyer/

      If you want to make money on the iPhone/iPad, Android, Windows, Linux, Mac, Unix workstation visualization, embedded electronics such as FAA approved in-cockpit instruments etc then OpenGL is the correct choice. If OpenGL didn't run on Windows then clearly it would be a bad choice, but the fact is OpenGL works well on Windows *and* just about every other platform too. This includes games.

      DirectX may be just as good technically but the fact that it is not portable means it is a non-starter for many applications for both technical and commercial reasons.

    8. Re:Wednesday by bonch · · Score: 2, Informative

      Um, yes? OpenGL ES is the standard 3D API on mobile devices as well as the PS3. Even the Wii has an OpenGL-like API.

    9. Re:Wednesday by Chaos+Incarnate · · Score: 1, Insightful

      OpenGL works well... for the features it provides. Direct3D still has a larger feature set, as well as the added bonus of the other DirectX APIs.

      There are cases where OpenGL makes sense, but if your target is Windows and you want features like Tesselation, it doesn't make any sense to cripple yourself for the sake of possible ports down the road.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    10. Re:Wednesday by chammy · · Score: 2, Interesting

      Wine is capable of translating DirectX to OpenGL in realtime, which is how you're able to play that in Linux.

    11. Re:Wednesday by V!NCENT · · Score: 1

      Ever heared of SDL?

      --
      Here be signatures
    12. Re:Wednesday by Anonymous Coward · · Score: 0

      The PS3 has two graphics APIs: one is LibCGM which is a lot like OpenGL. The other is OpenGL.

    13. Re:Wednesday by bheekling · · Score: 1

      Wine is capable of translating DirectX to OpenGL in realtime, which is how you're able to play that in Linux.

      You (and our omniscient mods) seem to have grossly misinterpreted my statement. I am well-aware of how Wine works.

      Back when HL2 was released, Wine had horrid/non-existent support for Direct3D 8. So the two options to play HL2 via Wine was either play it in Dx7 mode (-dxlevel 70), or GL mode (-gl). I played it in GL mode since dxlevel 70 caused a crasher in Wine.

      The source leak for HL2 also had a GL renderer in it, so they probably had it from the very beginning. However, it seems that Valve has since removed that command line option, since I can no longer find any references to it (only hints in old google caches of pages).

      --
      "..."
    14. Re:Wednesday by Anonymous Coward · · Score: 0, Interesting

      Direct3D still has a larger feature set

      No, it does not.

      features like Tesselation

      ATI cards have supported tessellation through an OpenGL extension for a number of years, and tessellation is a core OGL feature as of version 4.0.

    15. Re:Wednesday by Reservoir+Penguin · · Score: 1

      According to Netkas (http://netkas.org/?paged=2) it still uses directx to opengl translation. It has not been ported to OpenGL.

      --
      US-UK-Israel: The real Axis of Evil
    16. Re:Wednesday by allcoolnameswheretak · · Score: 1

      Actually, Id Software is the most prominent user of OpenGL technology. Doom 3, Quake, Rage (new game) are all OpenGL.

    17. Re:Wednesday by jpmorgan · · Score: 1

      X-Plane is a fantastic piece of software, but I don't know how well it defends OpenGL's honour. The flight model implemented by Austin Meyer is the best ever created for a desktop flight simulator and his overall commitment to accuracy makes it a fantastic simulator. But it's not the prettiest in the world; by modern standards the graphics engine is quite dated. Blizzard is also widely credited for their use of OpenGL in WoW, but again, WoW's graphics are pathetic by modern standards.

      For whatever reason the prime examples of OpenGL are always game engines which, while portable, are primitive by modern standards. This doesn't do much for the argument that it's a competent replacement for DirectX.

    18. Re:Wednesday by jpmorgan · · Score: 1

      And as far as graphics goes, WoW is a great example of OpenGL showing off the best that 2004 graphics technology can provide. I mean, you can't exactly call it visually stunning.

      Not that this is the fault of OpenGL... just it's a very bad to use WoW as its torchbearer when Direct3D sports the CryEngine, for example.

    19. Re:Wednesday by robthebloke · · Score: 1

      The PS3 does not use OpenGL ES directly. It has a software wrapper for openGL (psGL), however no one tends to use it because it's slower than libGCM. Same applies to the Wii.
      Having said that, this whole debate about which API is more portable is just a touch silly. Unlike in years gone by, there really isn't much to choose from between any of the 3D graphics API's. They all work in more or less the same way, and all have more or less the same features. Writing a platform specific wrapper really is a fairly trivial to do these days.....

    20. Re:Wednesday by Savage-Rabbit · · Score: 1

      Blizzard is also widely credited for their use of OpenGL in WoW, but again, WoW's graphics are pathetic by modern standards.

      And yet WoW isn't exactly a huge flop is it? Playability also counts for a lot in a game which proves that: Less-that-cutting-edge-graphics != lousy game. It would be nice if game developers would focus less on eye candy and a little more on playability/quality of content.

      --
      Only to idiots, are orders laws.
      -- Henning von Tresckow
    21. Re:Wednesday by robthebloke · · Score: 1

      There are cases where OpenGL makes sense, but if your target is Windows and you want features like Tesselation, it doesn't make any sense to cripple yourself for the sake of possible ports down the road.

      Get with the times lad! OpenGL 4.1 is now better featured than D3D11. Just thought you might like to know .....

      FYI: Porting between one or the other API is trivial, just so long as you've wrapped the calls nicely.

    22. Re:Wednesday by throx · · Score: 1

      Having said that, this whole debate about which API is more portable is just a touch silly. Unlike in years gone by, there really isn't much to choose from between any of the 3D graphics API's. They all work in more or less the same way, and all have more or less the same features. Writing a platform specific wrapper really is a fairly trivial to do these days.....

      How are you supposed to have a religious war if you bring some facts like that into it? Of course the API matters very little compared to the rest of the system, but when has that ever stopped Slashdotters going rabid over things?

      Pick whatever API suits the platform you're targetting and run with it. Have to go cross-platform then use a different shim to the API of choice on that platform. Simple.

      --

      Fear: When you see B8 00 4C CD 21 and know what it means

    23. Re:Wednesday by GooberToo · · Score: 1

      by modern standards the graphics engine is quite dated.

      Such a comment suggests its been a very, very long time since you last serious looked at X-Plane.

      Look at YouTube and you can find lots of comparison videos. In most videos you can't tell MSFS from X-Plane. In some comparisons, X-Plane looks way better. In others, MSFS looks better. Regardless, "dated" is woefully wrong. Especially when you consider that X-Plane and MSFS are widely regarded as the most visually realistic FS available.

    24. Re:Wednesday by Etriaph · · Score: 1

      I find it's more stable actually, and runs better in Linux than in WindowsXP.

      "C:\Program Files\World of Warcraft\wow.exe" -opengl

      No config file, btw.

      --
      "It's here, but no one wants it." - The Sugar Speaker
    25. Re:Wednesday by cymbeline · · Score: 1

      Every id software game uses OpenGL. I believe only their xbox version of id tech 5 will use DirectX, through lack of choice.

    26. Re:Wednesday by Anonymous Coward · · Score: 0

      Interesting data.
      Once I read that OpenGL support in NT-4 was an strategic move from MS in order to enter into the CAD market (pure UNIX world at that time).

    27. Re:Wednesday by robthebloke · · Score: 1

      Yeah sorry for that, I promise to keep the discussion factual from now on.....

      Every time you lock a D3D11VertexBuffer, Steve Bullmer drowns a kitten! Use OpenGL, the only 3D graphics API recommended by Peta!

    28. Re:Wednesday by GameboyRMH · · Score: 1

      Don't forget Maemo/Meego (as seen on the N900) and the Pandora handheld game system, which both use OpenGL ES.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    29. Re:Wednesday by cbackas · · Score: 1

      Netkas was incorrect and making a knee-jerk attempt to dismiss their efforts for some reason. Heck, did you even read the addendum to the very article you're posting about? http://netkas.org/?p=435

      Essentially it translates Source Engine calls to OpenGL commands at the same level that they get turned into DirectX commands on Windows.

    30. Re:Wednesday by Anonymous Coward · · Score: 0

      id tech 5 will use DirectX because John Carmack has thought DirectX was superior since DirectX 9.

  8. Re: by pinkeen · · Score: 1

    I don't know why but back in the day when I used Windows games (suppose they were id games) which could switch between OpenGL and DirectX ran noticeably smoother on OpenGL and also the texture filtering looked better. I suppose there is no way to make such comparison now as almost nobody writes games which can run both.

    Nostalgia aside, from what I've been hearing from devs who had contact with DX and then picked up OGL, OGL API seems way more elegant and easier to deal with...

    I don't want to start a flame war but haven't OGL almost always surpass DX in terms of features by the means of extensions?

  9. Just maybe... by MacGyver2210 · · Score: 1

    Perhaps there would be better reception for all of these new OGL iterations if they saved up some worthwhile features before putting them into the spec, and just leave the new stuff as extensions until they have a nice upgrade to show.

    If I'm not mistaken, they JUST updated to 3.3/4.0 in March or something at GDC, no? I can't imagine there's been too terribly much added in 6 months. I like OpenGL a hell of a lot better than DX but I couldn't give less of a rat's ass about this supposed "step up". Before trying to match DX11 you should see if there's anything in DX11 worth copying(there isn't).

    --
    If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
    1. Re:Just maybe... by Beelzebud · · Score: 2, Interesting

      Not totally true. Hardware tessellation is pretty sweet if you have a machine powerful enough to do it properly.

    2. Re:Just maybe... by Anonymous Coward · · Score: 1, Informative

      The fast iterations are all backwards compatible - so it does no harm to get them out quickly - developers can adopt new features at their own rate.

      Plus some of the features like robustness against exploits (for WebGL), binary shaders, OpenGL ES 2.0 functionality and event sharing with OpenCL are worthwhile I would say

    3. Re:Just maybe... by RAMMS+EIN · · Score: 2, Insightful

      ``Perhaps there would be better reception for all of these new OGL iterations if they saved up some worthwhile features before putting them into the spec, and just leave the new stuff as extensions until they have a nice upgrade to show.''

      My understanding is that they used to do that, but got overtaken by Direct3D because people thought OpenGL was stagnant.

      I agree with you, though. As long as it can be put in extensions, that is a nice way of advancing the capabilities of your system without polluting the core standard with things that, perhaps, nobody will be using anymore 10 years from now. On the other hand, if a bump in version number makes the world happy, then why not? You can always cook up a new standard to get rid of the bloat (as exemplified by OpenGL ES).

      --
      Please correct me if I got my facts wrong.
    4. Re:Just maybe... by robthebloke · · Score: 1

      Perhaps there would be better reception for all of these new OGL iterations if they saved up some worthwhile features before putting them into the spec, and just leave the new stuff as extensions until they have a nice upgrade to show.

      Features like a unified way of being able to load and save compiled shader objects? Features like setting multiple viewports for rendering (thus allowing you to dynamically render the 6 faces of a cube-map in a single render pass)? Features like multiple scissor rectangles? Features like the ability to create shader dlls (of sorts via glProgramPipeline)? Features like double precision shader support?

      It's one of the most sane set of features I've seen in a point release for some time.... Sure they aren't headline grabbers, but boy do us devs want them!

    5. Re:Just maybe... by Anonymous Coward · · Score: 0

      OpenGL moved to a roughly twice-per-year update schedule starting with OpenGL 3.0. The intent is to ship features when they are ready instead of allowing features which take longer to standardize to delay ones which are more straightforward and non-controversial. The core versions are good because they provide aggregation for the individual features; the extensions are good because they allow implementations to ship sooner to developers even if they have not yet reached the full feature set of any given core version.

      One example is on OS X, where 10.6.3 shipped 90% of the GL 3.0 feature set as extensions. (It can be argued that Apple should go further and get that last 10% done, OTOH shipping the features that were complete was valuable).

      It's inevitable that some features will get added to core that will someday no longer be useful. When that day comes they can be marked deprecated and retired over time. Having too much fear to put features into the core GL spec creates the "extension forest" situation for developers that might prefer a simple version check, instead of having to check for dozens of individual features.

  10. Sound by tepples · · Score: 4, Insightful

    Now if we could only convince some of the top development studios to believe this.

    DirectX is not just graphics; it's also sound and input. Programs that use OpenGL have to use something else for sound and input. One popular choice for these is SDL; another is Allegro. But since the introduction of PulseAudio, sound in Linux games has been a cluster[intercourse]. Specifically anything using the Allegro library lost sound, and Allegro games are still silent in (for example) Ubuntu 10.04.

    1. Re:Sound by Beelzebud · · Score: 1

      Yeah I hadn't thought about the Pulse Audio debacle... I'm happily running Arch Linux atm and didn't even bother putting Pulse on this machine.

    2. Re:Sound by Anonymous Coward · · Score: 2, Interesting

      Khronos defines a complete ecosystem of APIs that provide the functionality of DX beyond just graphics
      - OpenMAX IL for close to the metal sound, video and image processing
      - OpenSL ES for advanced audio - including 3D positional audio - that can be accelerated over OpenMAX IL
      - OpenKODE for IO and cross -platform access to other OS resources

      Plus - EGL links OpenGL ES and OpenMAX IL for tighter video/graphics integration on mobile than most desktop systems - and EGL is coming to the desktop I hear..

      Most of these have open source implementations underway - the Linux community should consider adopting them for a mobile/desktop flexible, fully-integrated,contemporary graphics/media stack.

    3. Re:Sound by chammy · · Score: 1

      A lot of games in both Windows and Linux use OpenAL (including modern games from id and Epic)

    4. Re:Sound by SplashMyBandit · · Score: 1

      Actually DirectSound is deprecated and OpenAL is recommended (IRCC, by Microsoft no less). That means you are in the same boat with OpenGL as DirectX. OpenAL is a good portable choice in the same way OpenGL is, and OpenAL has been very widely used. Input is something DirectX is good at - although the input interface has changed over the years, so you've had as much work as with OpenGL (which can also be used with the myriad of libraries SDL/JoGL etc).

    5. Re:Sound by TheTurtlesMoves · · Score: 1

      I am a Linux fan (not boy.. I am a man dam it ;) ) through and through. I sit here wearing my Slackware tshirt with 3 computers all with slack on them.

      But lets be honest. Sound in Linux has always been a cluster fornication. Pulse Audio is just another piece of the cluster... I guess it has just never really been a big priority with the Linux core team, at least early on.

      Another reason i love Slackware, is that its the *only* distribution that has ALSA working out of the box on every box I have put it on.

      Right now however I have been using openAL. This seems to work really well across platforms.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    6. Re:Sound by Nagrom · · Score: 1
      While I'd also disagree with the grandparent, some corrections to this:

      Actually DirectSound is deprecated and OpenAL is recommended (IRCC, by Microsoft no less).

      I suspect Microsoft recommend XAudio rather than OpenAL, what with that being their intended replacement for DirectSound.

      Input is something DirectX is good at - although the input interface has changed over the years

      The API has certainly changed, yes - in the sense that DirectInput has been deprecated since, IIRC, DX8. Microsoft recommend a combination of XInput and WM_INPUT these days.

    7. Re:Sound by RAMMS+EIN · · Score: 3, Interesting

      ``But lets be honest. Sound in Linux has always been a cluster fornication.''

      I don't know, man. OSS always worked for me. Then came ESD, which worked on top of OSS but allowed multiple applications to play sounds at the same time. I actually fell from my chair the first time that happened. I had never heard that before. It didn't happen on Windows at the time, despite Windows being king then. Clusterfornication? I wouldn't say so.

      Then we got ALSA. I never really understood the point of that. Eventually, free OSS drivers stopped being available for my hardware, but ALSA drivers were available, so I switched. It worked, although a few applications I used needed configuration changes, because they tried to use OSS and failed, ALSA's OSS emulation notwithstanding. I understand other people's experience with ALSA hasn't been as good, but I suspect that has something to do with them switching years before I did.

      There have been several other audio systems that I never understood the point of and never used. And then came PulseAudio. What on Earth happened there? Seriously. One day, I was sitting happily thinking how Linux distros had matured so much over the years, and then suddenly, millions of computers went silent, and a million voices cried out in pain and frustration. I don't know what benefits PulseAudio has, but it's clear that somebody screwed up by mass-deploying it when it clearly didn't work reliably yet. I actually think that this debacle has single-handedly reduced the reputation of sound on Linux from "it works, as long as your hardware is supported, which it generally is" to "you are lucky if it works at all, and even luckier if it still works tomorrow". Congratulations, that was quite an accomplishment.

      --
      Please correct me if I got my facts wrong.
    8. Re:Sound by Anonymous Coward · · Score: 2, Informative

      Then came ESD, which worked on top of OSS but allowed multiple applications to play sounds at the same time. I actually fell from my chair the first time that happened. I had never heard that before. It didn't happen on Windows at the time, despite Windows being king then.

      What complete and utter FUD. Funny how the Linux crowd here decries FUD and shouts loudly about marketing based on facts, until it's their turn to make up some random piece of absolute horseshit to make Windows look bad, and then suddenly it's +4 interesting.

      If ESD dated back to the Win3.1 days I might have believed you, but I just looked at the ESD changelog, the initial version is given as April 1998. Are you honestly claiming Win95/98 was not capable of playing multiple sounds at the same time? Because... uh... that's not true. As in... made up. A falsehood. A lie.

    9. Re:Sound by Tom9729 · · Score: 1

      But since the introduction of PulseAudio, sound in Linux games has been a cluster[intercourse].

      Most Linux games use SDL or OpenAL, not Allegro.

      A little Googling seems to suggest that the Allegro issues can be fixed by using OSS as a backend instead of Alsa.

      I'm honestly curious as a games programmer why someone would choose not to use a cross-platform API specifically designed for games (eg. OpenAL).

    10. Re:Sound by Kjella · · Score: 1

      What complete and utter FUD.

      FUD is in general to create fear, uncertainty and doubt about current or future products by unverifiable negative claims, speculation, questioning legal status, exaggerated claims of poor quality and features and that sort of thing. I just don't see how that claim, true or false, generates FUD in the market.

      If ESD dated back to the Win3.1 days I might have believed you, but I just looked at the ESD changelog, the initial version is given as April 1998. Are you honestly claiming Win95/98 was not capable of playing multiple sounds at the same time? Because... uh... that's not true. As in... made up. A falsehood. A lie.

      I'll add historical revisionism to that list. Linux was never very early with desktop eye candy, sound and that sort of thing. It was a good UNIX clone but the big iron multi-user servers were hardly the greatest example in that respect. It took a long time before there was a simple way to create "normal" desktop users and not just a shell account, I remember having to manually put users in the "audio" group to get sound.

      --
      Live today, because you never know what tomorrow brings
    11. Re:Sound by RAMMS+EIN · · Score: 1

      Dear AC,

      I am all for you correcting me when I get my facts wrong. In fact, I encourage everyone to do so! However, it hurts me that you had to do it in such strong terms. For the record, my intent was not to make Windows look bad, but rather to correct the (in my eyes, errorneous) view that sound on Linux has always been a "cluster fornication". Regardless of what Windows did or didn't do at the time, I was impressed by ESD at the time.

      Now, with regard to the claim that Windows 95 and Windows 98 did not play multiple sounds at the same time, I may be wrong about that. I am sure they would have been able to, given the right software. I am also sure that when my Linux box played sounds from multiple applications simultaneously, I was as surprised as I was because I had never experienced that before. My recollection is that this certainly wasn't common practice on Windows at the time. If you can make a convincing argument that multiple applications simultaneously playing sound was common on Windows at the time, I stand corrected.

      ``Funny how the Linux crowd here decries FUD and shouts loudly about marketing based on facts, until it's their turn to make up some random piece of absolute horseshit to make Windows look bad, and then suddenly it's +4 interesting.''

      That would be a very bad thing. There is already enough ignorance, misconception, stereotyping, and aggression in the world without anyone actively adding more. I am trying to do my part to correct that, so if you find factual errors in my statements, please do point them out!

      --
      Please correct me if I got my facts wrong.
    12. Re:Sound by RAMMS+EIN · · Score: 2, Interesting

      ``I'll add historical revisionism to that list.''

      Yes. A very bad thing in my book, so it stings me that I would have committed that, even if unintentionally (those statements were based on my recollections from the time - which AC clearly thinks are wrong).

      ``Linux was never very early with desktop eye candy, sound and that sort of thing. It was a good UNIX clone but the big iron multi-user servers were hardly the greatest example in that respect. It took a long time before there was a simple way to create "normal" desktop users and not just a shell account, I remember having to manually put users in the "audio" group to get sound.''

      Well, see, the thing about Linux being early is that it really depends on what you are looking at. There was a Linux distribution (Softlanding Linux System) featuring a 32-bit pre-emptive multitasking OS with a GUI and a degree of compatibility with applications written for *nix, DOS, and 16-bit Windows before there was Windows 95. That's quite an impressive feature set before the family of operating systems that Linux would be seen as a competitor to (namely the consumer versions of the Windows operating system) even existed!

      Of course, virtually nobody actually knew about Linux at the time, and when Windows 95 was released, it had a lot of software and drivers written for it, a lot of new hardware was released specifically for Windows 95 (and the newly introduced Plug-n-Play), and I am sure all that completely blew contemporary Linux distros out of the water in terms of the experience one would get when installing the OS and trying to use it with ones existing or off-the-shelf hardware and software. There are a lot of similar stories, where Linux had something early on, but was later completely overtaken by Windows. For example, I remember seeing WLAN support in Linux long before most people had even heard of it, but after that we got into the situation where having your WLAN card work in Windows was a given, whereas in Linux it was hit and miss, missing more often than hitting. I can see where the impression that Linux is always playing catch-up is coming from, but it got a lot of things a lot earlier than many people know.

      --
      Please correct me if I got my facts wrong.
    13. Re:Sound by snadrus · · Score: 1

      Actually with OpenGL in phones, you now use their sound & input methodologies.
      As WebGL advances (you know more will use it than Linux gaming directly or the phone-native stuff soon), browser audio & input will put OSes on the same footing if they give browsers what they need.

      --
      Science & open-source build trust from peer review. Learn systems you can trust.
    14. Re:Sound by haruchai · · Score: 1

      Go back to '98 / '99 and see what Rasterman's Enlightenment was doing with desktop eyecandy and semi-opaque windows. If E had caught on back then and one of the established distros had thrown some weight behind it and gotten the XFree86 clowns to perform a autocranial derectumization, Linux could have had an MacOSX-like or Vista Aero clone desktop with adequate performance on a tricked-out Pentium III almost ten years ago.

      --
      Pain is merely failure leaving the body
    15. Re:Sound by m50d · · Score: 1

      This was one of many pleasant surprises when I switched from linux to freebsd - they've stuck with OSS, and it all works beautifully.

      --
      I am trolling
    16. Re:Sound by badkarmadayaccount · · Score: 1

      OpenAL. Qt subset.

      --
      I know tobacco is bad for you, so I smoke weed with crack.
  11. Fusion of mobile and desktop platforms by Luckyo · · Score: 4, Insightful

    The blending of OGL and OGL ES is huge - it essentially underscores that smart phones are now a major 3D gaming platform. I'm really surprised that most poeple here are talking about PC support rather then note the fact that essentially any PC game built for OGL can be ported far more easily to moble platforms now.

    Additionally with Nokia's Meego and Google's Android being essentially modified Linux and both likely offering support for this, this may give us a renaissance of linux gaming. And by this I mean proper linux gaming and not "wine" gaming.

  12. Who gives a fuck about DirectX? by gig · · Score: 0, Troll

    Is there any future in which it matters? Why would anybody work in that ghetto?

  13. Re: by robthebloke · · Score: 2, Informative

    I suppose there is no way to make such comparison now as almost nobody writes games which can run both.

    Most studios who develop for consoles can.... Once you've added DX9 / DX10 / DX11 code paths, adding GL & libGCM really isn't that hard.

    Nostalgia aside, from what I've been hearing from devs who had contact with DX and then picked up OGL, OGL API seems way more elegant and easier to deal with...

    GL4.1 is a lot cleaner than OpenGL before 3.2 (which was a horror!), that much is true. However DX probably still pips it in terms of API cleanliness.

  14. Re:Blah by JohnFluxx · · Score: 1

    You know, even if that was true, it would still be worth supporting it in order to prevent Direct3D being without competition.

    Even if you're a hardcore Direct3D-only user, you still benefit from the competition between them.

  15. Non-Xbox 360 gamepads under XInput? by tepples · · Score: 1

    Microsoft recommend a combination of XInput and WM_INPUT these days.

    Then what are PC games supposed to use to read third-party gamepads that aren't for Xbox 360? From Wikipedia's article about DirectInput and XInput:

    XInput supports only "next generation" controllers. This limits it basically to controllers for the Xbox 360 that also have Windows drivers. Legacy Windows controllers, joysticks and generalized force-feedback devices are not supported.

    And suggesting a switch to WM_INPUT almost sounds like suggesting a switch from DirectDraw to GDI back in the 2D era.

    1. Re:Non-Xbox 360 gamepads under XInput? by g_rampage · · Score: 1

      I believe WM_INPUT is only recommended for keyboard input and in my experience is a perfectly good option.

      As far as I can tell, Microsoft isn't too interested in supporting 3rd party gamepads. Everything seems centered around mouse/keyboard or Xbox 360 controller. You can still easily use DirectInput, it's just not what MS recommends.

  16. Games are the G in Allegro by tepples · · Score: 1

    I'm honestly curious as a games programmer why someone would choose not to use a cross-platform API specifically designed for games (eg. OpenAL).

    Possibly because I learned Allegro Low LEvel Game ROutines back when it was for DOS, and DJGPP supported it while Visual Studio was still pay (VC++ Express hasn't been around forever) and MinGW hadn't matured yet.

    1. Re:Games are the G in Allegro by Tom9729 · · Score: 1

      I never suggested Allegro wasn't for games, I was just pointing out that audio in Linux gaming isn't as much of a mess as you suggest.

      Most (all?) of the ports Loki did for Linux used SDL. Quake and Doom on Linux use OpenAL, which means that any of the games based on those engines also use OpenAL (eg. Tremulous, Urban Terror).

      I'm curious if Allegro sound is just broken under Ubuntu or if it's universally a PulseAudio thing? Seems like they have more problems with Pulse than anyone else...

  17. Re: by mdwh2 · · Score: 1

    I don't know why but back in the day when I used Windows games (suppose they were id games) which could switch between OpenGL and DirectX ran noticeably smoother on OpenGL and also the texture filtering looked better. I suppose there is no way to make such comparison now as almost nobody writes games which can run both.

    This may be variation in the drivers, and it can happen both ways. I get annoyed by the poor support for OpenGL (both in terms of performance and odd/buggy behaviour) on Intel's GMA 950 chipset.

    Nostalgia aside, from what I've been hearing from devs who had contact with DX and then picked up OGL, OGL API seems way more elegant and easier to deal with...

    How long ago was this?

    DirectX used to be a mess (versions 7 and earlier), but it's much better now (certainly I find DirectX 9 fine). And I'd argue it's more elegant, because they've cleaned out all of the legacy rubbish, and different hardware support are hidden beneath a single API (as opposed to OpenGL, where you have to cope with both vertex arrays and vertex buffer objects, for example). I believe one of the hopes of OpenGL 3 was to improve this; I've no idea how well OpenGL 4.1 actually manages this though.

  18. OpenCL! by GameboyRMH · · Score: 1

    With OpenCL you can code (optionally GPU-accelerated) boob physics while maintaining compatibility with a wide range of hardware and software platforms:

    http://www.khronos.org/opencl/

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
  19. Needs to go native by Anonymous Coward · · Score: 0

    The way wine does it for Direct 3D is to use OpenGl. This is a 'generic' solution.

    The way to get true performance is to write native DirectX 3D and whatever else actually needs top notch performance.

    I'm surprised that someone hasn't done it yet, I'm not sure what licensing issues vendors have or if it's possible to create a 'template' Direct 3D driver or even do some semi-automatic porting of DRI - Open GL drivers on-top of a more generic Direct 3D framework (more bang for the buck approach) and then do the performance enhancing work afterwards.

    This should certainly beat the performance of the Open GL / Alsa etc... wrapper approach quite quickly, due to a lesser requirement of converting structures.

    It should also in theory be portable to windows and Max OS X etc... without too much effort, or maybe using some kind of generic kernel wapper for the more propritary OS market.

    DirectX 10 (or more importantly 11), even if only a top 95% implementation should have a good market for Windows XP users and the like.

  20. Multiple sound by DrYak · · Score: 1

    Are you honestly claiming Win95/98 was not capable of playing multiple sounds at the same time? Because... uh... that's not true. As in... made up. A falsehood. A lie.

    Indeed. The default driver model inherited since ealier version the "WaveOut" - wasn't able to play multiple streams.
    The only way to get simultaneous sound was to use DirectSound output. Which had to be supported in the application (WinAmp did, for example).

    And that's the difference :
    - In both situations (OSS/ALSA vs. WaveOut) you have a driver which can only play a single stream because that's what the hardware does (no Hardware mix on most sound chips).
    - In both situations (ESD/Arts/PulseAudio vs. DirectSound) you need an additional layer to mix the multiple sound sources.
    - In both situations the applications have to support it and...
    With Windows and the closed source world, you're basically stuck (Although WinAmp is provided with DirectSound capability, your IM client probably only used WaveOut).
    With Linux and the open source world, as the source is available software *could* be modified to use the newer system, and because the code re-use and the popularity of some library, covering most applications only require patching a few higher-level sound api libraries (adding the support to SDL/Allegro/libao/GStreamer). Thus distribution maker could integrate the needed support (So my apps supported multiple sound because libao had an Arts plugin).

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]