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OpenGL Version 4.3 Released

An anonymous reader writes "The Khronos Group has released the specification for OpenGL 4.3 at the SIGGRAPH 2012 conference in Los Angeles. New functionality includes: compute shaders that harness GPU parallelism for advanced computation, shader storage buffers, improved debug message output, high quality ETC2 / EAC texture compression as a standard feature, memory security improvements, robustness improvements, texture parameter queries, and more." The Khronos Group also released the OpenGL for Embedded Systems 3.0 specification, which is backwards-compatible with version 2.0. The new specification includes enhancements to the rendering pipeline, "a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations," and improved texturing functionality, among other things.

68 of 477 comments (clear)

  1. Progress by SplashMyBandit · · Score: 5, Interesting

    Thank goodness the Khronos Group took over from the old OpenGL Architecture Review Board (ARB). There has been great progress in OpenGL since then, catching up to Direct3D which had come from behind. With this OpenGL we can have this goodness on all desktop (Windows including XP, Linux, Mac, Unix) and mobile computing platforms (iOS, iPad, Android). Personally I'm most looking forward to the improved debug message output - hopefully that should save me some time tearing my hair out trying to resolve my mental model of what is going on vs. the realities/subtleties of GPU programming.

    1. Re:Progress by Anonymous Coward · · Score: 1

      Besides the accelerated 3D shaded error console output, is all this of any importance to those of us that generally don't play games?

    2. Re:Progress by ShoulderOfOrion · · Score: 3, Insightful

      Yes, if you do graphics/animation work (Blender and the like) or 3D CAD, or any of a number of other applications that need accelerated 3D graphics. Particularly if you'd like those apps to be cross-platform, not just on the desktops but on tablets, smartphones and the like.

    3. Re:Progress by SplashMyBandit · · Score: 5, Informative

      Do you have a phone or tablet? then OpenGL matters. If you use an operating system other than Windows, then OpenGL matters. If you like movies, then OpenGL matters. If you fly (OpenGL has implementations certified for flight instruments) then OpenGL matters. OpenGL is used for far more than just games, and far more widely than just the personal desktop.

    4. Re:Progress by Anonymous Coward · · Score: 1

      DO-178B OpenGL code generator for aviation.

    5. Re:Progress by 91degrees · · Score: 2, Insightful

      Phones and tablets use OpenGL ES though. Which is related but different.

      A new version of OpenGL isn't particularly relevant just yet. There was also an announcement of a new version of OpenGL ES

    6. Re:Progress by Joce640k · · Score: 2

      Do those CAD programs use OpenGL ES?

      OpenGL's biggest mistake was in actively trying to keep OpenGL ES off the desktop. They had a chance to dump a load of legacy API and make a clean start but they caused fragmentation instead (OpenGL on desktop, OpenGL ES everywhere else).

      --
      No sig today...
    7. Re:Progress by Anonymous Coward · · Score: 1

      Phones and tablets use OpenGL ES though. Which is related but different.

      OpenGL 4.3 is a proper superset of OpenGL ES 3.0, so apps written with OpenGL ES are OpenGL apps by default. This alone is a justification for a new release, especially with support for royalty free texture compression in OpenGL ES 3.0. OpenGL 4.3 also has new features related WebGL and GPU-based computation. Surely, all of this warrents a mere point release?

    8. Re:Progress by walshy007 · · Score: 1

      The fixed pipeline api still has it's uses. If you are just starting out in 3d and only need it for minimal things being able to just go glBegin(GL_TRIANGLES) and then start drawing stuff is neat. For a lot of people the fixed function pipeline is all they need, if you don't care about performance (i.e. your bottleneck is elsewhere) you don't even have to bother with vertex arrays etc either.

    9. Re:Progress by pavon · · Score: 3, Informative

      Well OpenGL ES wasn't good enough for the desktop. In addition to removing a bunch of old cruft they also removed a bunch of advanced features that embedded systems at the time couldn't handle. OpenGL ES 3.0 improves the situation quite a bit, and is at least a proper subset of OpenGL 4.3, but is still missing important features needed to get the best performance out of games.

    10. Re:Progress by Deus.1.01 · · Score: 1

      The best way to start out in 3D is memorize a bunch of API methods whose input are whisked away( presumable to help fuel Neo's Kung-Fu abilities as he fights AIs in the matrix stack)?

      After you create uniforms calls for light vectors and matrix arrays...and placed a simple array of floats to draw elements(hopefully appreciating the finesse of data type sizes in the process)....you'll feel like Buddha when you realize how it all comes together when you do the simple vertex transformations in the shader.

      Now obviously for a beginner that's alot to handle, and there are alot of utility libraries that can do the math for you.(and getting result back quickly is the best motivation there it, no doubt)
      But even with that you are MUCH more intimate with the mechanics then reading 100 times over about what the fixed functions methods do in the background.

      Also...Now one should have to go through the mental anguish of porting your data structures to attribute arrays and IBOs, while crying over the loss of glMaterial()!

      No! Really directing people to NeHe should be a crime against humanity!

      --
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    11. Re:Progress by ultranova · · Score: 1

      The fixed pipeline api still has it's uses. If you are just starting out in 3d and only need it for minimal things being able to just go glBegin(GL_TRIANGLES) and then start drawing stuff is neat.

      But that means that you'll need to basically start again from the beginning once you want to do something more advanced. Using simple shaders and vertex arrays isn't really any harder, and means that you can build on what you've learned later on.

      For a lot of people the fixed function pipeline is all they need, if you don't care about performance (i.e. your bottleneck is elsewhere) you don't even have to bother with vertex arrays etc either.

      But the simplicity gain from using immediate mode is quite small, so why not just learn to do it the performant way from the beginning?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  2. Apple and OpenGL by Cutting_Crew · · Score: 5, Interesting

    When is apple going to get with the program related to 3D graphics? With Lion, they finally released drivers for OpenGL 3.3. Now, they are currently about 4 generations behind this new release. You would think, that with their success of their devices with fairly nice GPU's, that they would try to court gamers and developers. Let's face a hard truth. The most successful apps past and present are games. I know they want their drivers to be stable and all but they are way behind. I don't understand why they can't work with amd and nvidia on getting some stable driver releases...especially now with retina displays.

    Perhaps someone can explain what there thinking is here because I feel like they are missing out on some opportunities.

    1. Re:Apple and OpenGL by Anonymous Coward · · Score: 5, Informative

      Well, I don't want to get too technical, but the situation is that Apple is retarded.

    2. Re:Apple and OpenGL by Anonymous Coward · · Score: 1

      I concur.

    3. Re:Apple and OpenGL by perpenso · · Score: 2

      Games don't generally require the latest hardware and software. Developers usually want to support anything sold in the last few years.

      I think most developers would prefer that Apple fix bugs and inconsistencies in the older versions of OpenGL (and video drivers) rather than implement the latest OpenGL. In other words I think many developers would say Apple is behind in bug fixes not new features.

    4. Re:Apple and OpenGL by MightyMartian · · Score: 2, Insightful

      Translation; I'm an Apple fanboy and frequently string bunches of words together in shallow and lame attempts to defend Apple's retarded and idiotic positions.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    5. Re:Apple and OpenGL by Anonymous Coward · · Score: 2, Insightful

      Games don't generally require the latest hardware and software. Developers usually want to support anything sold in the last few years.

      Ah, I see somebody has decided to begin talking out of his asshole.

    6. Re:Apple and OpenGL by SplashMyBandit · · Score: 2

      Especially as Apple removed pbuffer support backward compatibility at the same time. Sure, modern stuff should use FBOs instead, but removing pbuffers busted older stuff (eg. the JoGL Java OpenGL library that I use - fortunately this will be fixed soon).

    7. Re:Apple and OpenGL by perpenso · · Score: 1, Interesting

      Games don't generally require the latest hardware and software. Developers usually want to support anything sold in the last few years. I think most developers would prefer that Apple fix bugs and inconsistencies in the older versions of OpenGL (and video drivers) rather than implement the latest OpenGL. In other words I think many developers would say Apple is behind in bug fixes not new features.

      Translation; I'm an Apple fanboy and frequently string bunches of words together in shallow and lame attempts to defend Apple's retarded and idiotic positions.

      Guess again. I worked at a game developer for years, including the Mac development side. I am a bit familiar with the process of deciding minimum system requirements. My friends who deal with OpenGL on Mac on a nearly daily basis complain of bugs not a lack of features.

      Just curious, but you consider someone complaining about problems with the current OpenGL implementation on Mac to be a fanboy? That's a pretty interesting perspective you have there.

    8. Re:Apple and OpenGL by Anonymous Coward · · Score: 1

      You know I can't do that. Suffice to say that I have about 6 years of professional experience. My current company is a fairly large cross platform developer. Unfortunately, we have to support Mac OS. The problem is that their archaic implementation of OpenGL is barely capable of running last generation console games. Let alone the real next gen stuff. OpenGL 4.1 would be awesome, given its compatibility with OpenGL ES. It would mean that we would at least be able to run our cell phone engine on it. Instead, we have to work with a horribly outdated version of OpenGL.

    9. Re:Apple and OpenGL by Ignacio · · Score: 5, Interesting

      My friends who deal with OpenGL on Mac on a nearly daily basis complain of bugs not a lack of features.

      ...

      HOLY SHIT!

      NOW I get it. Apple leaves the bugs in so that people focus on them instead of asking for new features! Then their product development group just throws whatever random features they feel like into a new product, and then tell the masses that they want to buy it. Brilliant!

    10. Re:Apple and OpenGL by perpenso · · Score: 1, Informative

      Games don't generally require the latest hardware and software. Developers usually want to support anything sold in the last few years.

      Ah, I see somebody has decided to begin talking out of his asshole.

      Guess again. For example Mac Diablo 3 minimum system requirements:
      Mac OS X 10.6.8
      Intel Core 2 Duo
      2 GB RAM

    11. Re:Apple and OpenGL by Anonymous Coward · · Score: 1

      Apple uses the term "retina" to market displays with pixels densities of 220ppi and up. It's not new, nor are they the sole supplier (they get theirs from LG and Samsung). To date, no Mac has been produced with a >=220ppi display (they are just shy of 110ppi) but Android phones have been produced with pixel densities higher then that of the iPhone 4/4S.

    12. Re:Apple and OpenGL by perpenso · · Score: 2, Interesting

      Suffice to say that I have about 6 years of professional experience.

      10+ years here, and that's not counting pre-historic 8- and 16-bit days.

      My current company is a fairly large cross platform developer. Unfortunately, we have to support Mac OS.

      Cross platform here too.

      The problem is that their archaic implementation of OpenGL is barely capable of running last generation console games.

      There is the difference. Porting from Windows vs porting from console. What I hear from the current Mac dev guys is generally complaints related to bugs. Bugs that are reported, not fixed patch after patch, bugs they have to work around depending on the specific video chipset.

    13. Re:Apple and OpenGL by Noughmad · · Score: 2

      And all this time I thought the Sirius Cybernetics Corporation was supposed to be Microsoft. Apparently Apple is learning from their book as well.

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      PlusFive Slashdot reader for Android. Can post comments.
    14. Re:Apple and OpenGL by beelsebob · · Score: 5, Informative

      When is apple going to get with the program related to 3D graphics? With Lion, they finally released drivers for OpenGL 3.3.

      No, they released it for GL 3.2 core, which is 1.1 generations behind the now current. The reason they did this is because they support this version of OpenGL on all hardware that Lion runs on. If you're coding for lion, you can guarentee that OpenGL 3.2 is there, and don't need to write multiple render paths like you do otherwise.

      Now the fun bit, and why it doesn't matter that they don't support GL 4.2 (or now 4.3)... OpenGL specs are in fact bundles of extensions. To make up the OpenGL 4.3 standard, they took a bunch of interesting looking OpenGL extensions, and said "in order to have a complete OpenGL 4.3 implementation you must implement these extensions without the prefixes". If you go code some OpenGL on a Mac, which has hardware that could support OpenGL 4.2, you will discover that the GL 3.2 core context that you have, in fact already includes all the extensions necessary to make up OpenGL 4.2, so while you have a GL 3.2 context, you can in fact do all the things you'd expect to do on that hardware.

      In short, a version number 1.1 less than the version number khronos are currently at makes very little difference to how well applications can be coded.

    15. Re:Apple and OpenGL by KliX · · Score: 2

      I don't think you're even slightly technical.

    16. Re:Apple and OpenGL by allcoolnameswheretak · · Score: 1

      Er... why is this rated troll and why are there so many heated responses? Of course it makes sense for developers to support old hardware and not use all the latest shiny's in their product. This way you broaden your customer base. Look at the most successfull game ever, World of Warcraft, already required very low specs when it was released and it has stayed that way for all these years.

      Another advantage is that you can wait until bugs have been weeded out and tool support has cought up. I really don't get why parent is getting blasted like this.

    17. Re:Apple and OpenGL by allcoolnameswheretak · · Score: 1

      Wow, and this response is rated insightful... must be another one of those days on Slashdot.

    18. Re:Apple and OpenGL by DrXym · · Score: 2
      Many of the changes in OpenGL of late have been designed so as much work as possible can be offloaded from the CPU onto the GPU through shaders. Failing to keep up with the standard limits what developers can do to make their game as optimal as possible. It's in Apple's own interest to keep up with the spec because developers may increasingly disable advanced shaders or conditionally disable some optimizations simply because the APIs don't support them.

      Aside from that, there are games which do need more powerful hardware. Some people may be content to play Plants vs Zombies or other casual titles. Others want to play Skyrim or something else which does tax the hardware. If the hardware is capable of supporting a later version of OpenGL then it makes no sense that the OS should fail to provide access to it.

    19. Re:Apple and OpenGL by Savage-Rabbit · · Score: 1

      And all this time I thought the Sirius Cybernetics Corporation was supposed to be Microsoft. Apparently Apple is learning from their book as well.

      Having been on this forum for quite a while now, here is how I experienced the focus shift from Microsoft to Apple:

      • [c.a 2000] Slashdot posters don't particularly care about Apple other than to crack jokes about it. The rest of the time they stand in a big group pointing at Microsoft, shouting "Evil empire!! Evil empire!!! ... "
      • [c.a 2007] Having enjoyed great success with music players Apple begins to enjoy unprecedented success with smartphones and later with tablets while Microsoft stagnates.
      • [c.a 2008-2009] The big mob of Slashdot posters, looks confused, they scratch their heads and then turn to point at Apple and begin to shout with one voice: "Evil empire!! Evil empire!!! ... "
      --
      Only to idiots, are orders laws.
      -- Henning von Tresckow
    20. Re:Apple and OpenGL by Anonymous Coward · · Score: 2, Informative

      Apple was evil long before it was an empire.

    21. Re:Apple and OpenGL by Pino+Grigio · · Score: 3, Informative

      Well, here's the problem: the content pipeline. Most of the man-hours of work involved in putting a game like Skyrim together are artists, modellers, lighting gurus and animators. The actual coding of the engine itself is a big job yes, but content far outweighs it in terms of time. It's very hard to optimise content pipelines to take advantage of different techniques when it comes to 3D. What you tend to find at the moment is that most of it is designed to run with an earlier version, and there are a few effects added in using the later version. This shifts with the ubiquity of the hardware. That is why fixed function is deprecated or totally removed in current games, but GL 4/D3D 11 isn't really in widespread use in the industry as the baseline. It will be of course, just as soon as the percentage of users with that hardware goes above the bean-counters threshold.

    22. Re:Apple and OpenGL by martin-boundary · · Score: 2

      Let's face a hard truth. The most successful apps past and present are games.

      The hard truth is that games aren't the most successful apps. Email, browsing and office apps have been much more successful for a long time. It's easy to miss because browsers and email are usually free, so the simplest comparison is games vs office software, and even there office/word processing wins.

      Games *are* important, but they're nowhere near the top.

    23. Re:Apple and OpenGL by ceoyoyo · · Score: 1

      It WOULD be nice if Apple included various versions of OpenGL the way they do with their various drivers, so the latest one compatible with your hardware gets used. Then you could use the new features without the extension prefixes. Also, the update in 4.3 to make OpenGL a superset of ES would be very handy.

    24. Re:Apple and OpenGL by bluefoxlucid · · Score: 2

      Who cares? DirectX is better anyway. OpenGL 4.3 pff. DirectX is already up to 11!

    25. Re:Apple and OpenGL by Cutting_Crew · · Score: 2

      i guess i was counting generations differently. i was counting 4.0, 4.1, 4.2 and now 4.3. No not full releases but changes/optimizations/depreciations nonetheless.

      Now go download the free app OpenGL Extensions Viewer . I think you can also get them on your app store of choice. Here are my core features, AMD Radeon HD 6770M OpenGL Engine:

      3.0 100% 23/23 features
      3.1 100% 8/8 features
      3.2 100% 10/10 features
      3.3 30% 3/10 features
      4.0 0% 0/14 features
      4.1 0% 0/7 features
      4.2 0% 0/12 features
      4.3 ????????

      So really and truly we are look at 4 2/3 generations behind.Not to mention the shading language version is currently 1.50 on my system and the latest is currently, 4.3.

    26. Re:Apple and OpenGL by Daniel+Phillips · · Score: 1

      Well, Apple is in some sense ahead of Linux because Mesa + Xorg is still at 3.0 + extensions, having only recently moved from 2.1 + extensions. Granted, you can get OpenGL 4.2 by installing the AMD or nVidia binary drivers. Intel still hasn't moved their (open source) driver from 3.something to 4.something yet. So Apple is actually in the middle of the pack on this on. Mind you, OpenGL 3.x is a highly respectable 3D platform already.

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    27. Re:Apple and OpenGL by gl4ss · · Score: 1

      Apple was evil long before it was an empire.

      yep, they had stellarly shitty hw support back when they were just an evil town too.

      and fuck, what the fuck does apple being behind in times with graphics have to do with what games developers want to develop for? of course they'd rather code for a modern system with modern api's. if a pc variants cutting edge is antiquated then the average for that platform is going to be even more antiquated - that's a bad thing.

      if they weren't so behind(retarded) then they could target some newer features. point being, that since apple is behind the minimum target specs(say, from a 3 year old machine+os) are more like targeting something that should be 8 years ago(who am I kidding, if you target a that old mac you're going to target some intel gma or radeon 9100 and that's more like 10 years ago crap bundled with crap drivers). the apple apologist in this thread is therefore a joke, no matter how much weed he has smoked with games developers targetting mac during his years that doesn't even come to the equation: games developers DO want cutting edge stuff fast for the platforms they develope for, since that's how things end up in the 3 year old target machines(by time passing 3 years).

      so: would you rather code for a target that's essentially 8 years old or 3 years old? the answer doesn't really depend on current year unlike the apologist in the thread implies.

      --
      world was created 5 seconds before this post as it is.
    28. Re:Apple and OpenGL by Noughmad · · Score: 1

      Yes, however there are many evil companies. Fortunately, only a few of them are big and important enough to make a difference in the life of Slashdot posters, even those who aren't customers of said companies. Microsoft was one of them (probably still is), but now so is Apple.

      --
      PlusFive Slashdot reader for Android. Can post comments.
    29. Re:Apple and OpenGL by beelsebob · · Score: 1

      Just a heads up, arguments to authority aren't arguments.

  3. Direct3D vs OpenGL by Anonymous Coward · · Score: 5, Interesting

    I always wondered why OpenGL never caught on, until I read this explanation at stackexchange.

    1. Re:Direct3D vs OpenGL by peppepz · · Score: 5, Insightful

      OpenGL never caught on? I think you're talking from inside a Windows perception bubble, for everything but Windows is based on OpenGL nowadays. And Windows is slowly losing relevance.

    2. Re:Direct3D vs OpenGL by bcmm · · Score: 3, Interesting

      OpenGL never caught on? That must be why iOS and Android gaming is dead and most new mobile games are written in XNA and released only for Windows Phone 7 these days.

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
    3. Re:Direct3D vs OpenGL by oakgrove · · Score: 1

      Yeah and those 90 something million Wiis Nintendo moved outselling XBox and PS3 by 50 percent all run DirectX too. Yep, OpenGL is dead in the water. /s.

      --
      The soylentnews experiment has been a dismal failure.
    4. Re:Direct3D vs OpenGL by 91degrees · · Score: 1

      Yeah and those 90 something million Wiis Nintendo moved outselling XBox and PS3 by 50 percent all run DirectX too.

      They don't run OpenGL either.

      Technically neither do Android devices. OpenGL ES is not quite the same thing.

    5. Re:Direct3D vs OpenGL by beelsebob · · Score: 1

      OpenGL for embedded systems is still a version of OpenGL.

    6. Re:Direct3D vs OpenGL by ledow · · Score: 1

      Just going by the ones I know about on my own hard drive:

      - CS:GO has OpenGL support (in fact, so do most Valve titles for YEARS). That gets released next week, I think.
      - Dungeons of Dredmor has OpenGL support (in fact, so do most indie titles, including anything that goes onto phones, etc.)
      - Minecraft is OpenGL.
      - SpaceChem is OpenGL.
      - Killing Floor is OpenGL.
      - The Quake and Unreal series - all OpenGL.

      I could go on but that would involve actually checking each game rather than just searching for OpenGL-related files or kicking my memory into action. I don't actually have any of the large AAA titles because I don't buy them but saying that OpenGL is somehow a minor player is just naivety over what's on your own hard drive.

      In fact, out of all my Steam games, nearly half support or use OpenGL exclusively. Now, that's just on a survey of Windows-based Steam games. If I was to survery MS-published games or games also ported to XBox, it might look different (for obvious reasons). But if I looked at "games that have Linux, Android or Mac versions", I'd see almost exclusively OpenGL too.

      As others have pointed out, you can also find any number of non-game applications that use OpenGL.

      OpenGL is far from dead. You almost certainly have at least one device running it, whether that be your phone or your gaming machine. And you almost certainly have at least one game using it. And, more than likely, a vast portion of your software library either demands it or supports it.

    7. Re:Direct3D vs OpenGL by Deliveranc3 · · Score: 1

      Near the end of Vista/XP I read some articles about how MS cut OpenGL performance by 30% saying it was so DirectX could run faster.

      There was a lot of talk about how OpenGL forced more work with the hardware.

      At the time DirectX11 was about 15-20% slower and they needed DX10/11 to succeed or Windows 7/Vista would flop.

      The only reason a lot of gamers got 7/Vista was for DirectX after 9. It was total skulduggery.
      Now since iPhones and iPads have become the hot place to release a little game and make a bunch of money off $2.99 sales.

      Now, OpenGL is the way for AAA developers to differentiate themselves and they're taking it seriously.

  4. Mesa by Anonymous Coward · · Score: 2, Insightful

    Great.. :-( one more version for Mesa to be behind of..

    1. Re:Mesa by Randle_Revar · · Score: 1

      3.0 currently. 3.1 early 2013 hopefully.

  5. Comment removed by account_deleted · · Score: 4, Informative

    Comment removed based on user account deletion

  6. Re:OpenGL runs on Windows (did then, does now) by alantus · · Score: 4, Informative

    "Windows is slowly losing relevance" - by peppepz (1311345) on Wednesday August 08, @02:22AM (#40915185)

    #1 Most Used/Biggest Marketshare on PC Desktops + Servers combined, & it's "losing relevance"? Then MacOS X + Linux never had it @ all, just based on the numbers, & don't argue with me - as the saying goes, "argue with the numbers": See here, "Read 'em & weep" -> http://en.wikipedia.org/wiki/Usage_share_of_operating_systems

    ---

    Parent said "Windows is slowly losing relevance", the article you refer to shows current market share of operating systems, not change in time, so here are some relevant numbers you can argue with.
    From September 2008 to April 2012:
    Windows: 90.87% -> 84.13%
    Mac: 8.69% -> 14.80%
    Linux: 0.41% -> 0.86%

    So it seems it is true that Windows is slowly losing relevance. In the same period of time Linux doubled its usage. And I suspect they are not taking into account mobile devices such as cellphones and tablets.

    I've used AND created OpenGL screensavers for Windows since Windows 2000, XP, Server 2003 - based on the OpenGL 2.1 standard

    If your screensavers look anything like your posts, I'm not interested.

  7. Re:OpenGL runs on Windows (did then, does now) by peppepz · · Score: 1
    You're comparing a quantity and its derivative, a stock and a flow. I never said that Windows hasn't a large market share, and that you can't target OpenGL on Windows.

    After Windows NT, OpenGL has been a second class citizen there, and after Windows Vista, it became a third class one. It's hardware manufacturers that still provide the independent OpenGL implementations you enjoy on Windows. Microsoft's OpenGL implementation (version 1.1 I think) is a remnant of the NT era, when Windows was entering the workstation market, and that meant it had to support OpenGL.

  8. New OpenGL by Quakeulf · · Score: 1

    As a mobile and game developer this is great news and I am excited to test some of this myself. :3

  9. Re:GNAA by Simon+Brooke · · Score: 1

    Don't feed trolls.

    --
    I'm old enough to remember when discussions on Slashdot were well informed.
  10. Re:OpenGL runs on Windows (did then, does now) by peppepz · · Score: 1

    When I said that "OpenGL on Windows is a second class citizen", I meant that Microsoft does no longer develop it, document it, promote it, not that you can't have good third-party OpenGL implementations (and games that make good use of it) on Windows. Check the OpenGL documentation on MSDN, it's stuck to OpenGL 1.1, probably dating back to the times when OpenGL was THE high performance graphics API for Windows NT.

  11. Backward compatibility? by JDG1980 · · Score: 1

    Apparently there is now some level of convergence between OpenGL and OpenGL ES, so that a valid OpenGL ES 3.0 application is also valid OpenGL 4.2. Does this also apply to ES 2.0? In other words, is a valid ES 2.0 application also a valid non-ES 4.2 application?

  12. lets be clear about the hardware.... by Cutting_Crew · · Score: 4, Insightful

    if you have a fairly recent mac chances are the graphics hardware can do ALL the great OpenGL stuff. Thats what makes it even more puzzling. Its not that the hardware on these systems aren't there. There just isn't any drivers. Right now my macbook pro can perform all OpenGL 4.1 commands. But no drivers since Apple has been twiddling their thumbs.

  13. Re:Apple and OpenGL - UPDATE by Cutting_Crew · · Score: 1

    here is something that I came across on arstechnica about graphics improvements with Mountain Lion
    A little below halfway down the page:

    "However, the improved drivers appear to be working in concert with overall improvements to OS X's graphics subsystem. According one source who spoke to Ars on the condition of anonymity, Apple has significantly altered the architecture of the graphics subsystem in Mountain Lion, cleaning up the interface between OpenGL and drivers in order to implement upcoming support for OpenGL 4.2. OS X currently supports version 3.2, and the lack of support for the latest version shows when comparing performance with Windows"

  14. Re:OpenGL is STILL THERE in Windows boys by halltk1983 · · Score: 1

    The sun is too small to go supernova. Lrn2science.

    --
    Watch for Penguins, they eat Apples and throw rocks at Windows.
  15. do any of the new features matter? by gl4ss · · Score: 1

    for example, was the high quality texture compression already in ati/nvidia implementations?

    that and questions like that were probably on the mind of the guy asking what it matters for joe schlobs - not does opengl matter, but how do these new additions matter and if they matter in a tangible seeable way.

    --
    world was created 5 seconds before this post as it is.
    1. Re:do any of the new features matter? by SplashMyBandit · · Score: 1

      > for example, was the high quality texture compression already in ati/nvidia implementations?
      My understanding is that texture compression was not in all OpenGL instances in the past because of patent issues (the S3 company owned a patent on it, and it was known as S3TC). Now texture compression is guaranteed to be in OpenGL because an efficient patent-free implementation has been released and standardized on. This is a big win, especially for fully-compatible Free Software implementations of OpenGL (eg. The long-running Mesa Project).

  16. Valve might change the trend by DrYak · · Score: 1

    The blobs currently don't lag behind because they share a lot of code between os versions.
    Nvidia's approach is basically throwing out of the window anything that exist under Linux and recompile their windows code. Although this brings tons of drawback (basically nvidia's drivers don't play nice with anything else, and lot of advanced features are missing - like the Optimus debacle and Linus' big fuck you), it has the advantage that they support their own bells and whistles and so OpenGL 4.3 is already out.
    AMD's approach is finding a compromise to make their shared catalyst code play a little bit better with Linux standards by bending and twisting it a little bit. Drawback is that it takes a little bit longer, and can be slightly more buggy, advantage is that you get the latest goodness (OpenGL 4.3 soonish) and the latest Linux goodness (full Xrandr support since ages, for example).

    Intel is the exception here: They don't have blobs. They actually pay developers (formerly Tungsten Graphics, now bought up by VMWare) to develop fully open-source drivers. The advantage is that they get the latest Linux features or even played a role in developing them (KMS, TTM/GEM, Gallium3D, etc.). The drawback is that they are limited by Mesa's support (currently Gallium3D is only fully compliant to 3.0 although there is ongoing effort to add support for the necessary extension to pass compliance to the rest of the 3.x serie)

    So yeah, currently Mesa is a bottle neck.
    For now.

    The involvement of Valve into Linux gaming might change this trend.
    Valve is having linux developers on their payroll. And they aren't only interested in ports. They are interested in developers with driver knowledge too.
    There's an active collaboration with Intel to get Mesa advance, specially regarding extensions that Valve needs. For example, while Mesa's current target is getting the rest of the 3.x-serie compliance, Valve and Intel did collaborate to get some debugging function properly implemented (which are required for 4.x compliance).
    If Valve keeps throwing efforts and resource at Linux (which they might given their current struggle against Microsoft over the next Windows version 8 and its built-in store) the pace at which Linux and Mesa in particular progress will speed up.

    Intel will also play a bigger role in the future: as their GPU are becoming "well enough" not only for desktop needs but even for basic gaming needs (plays anything which is not Crysis 3 at a decent speed), they are gaining market share, simply because they are the "stuff built-in by default" (mid-range and business mainboards with enough graphic power in the chipset, laptop without a Nvidia MXM module, etc.) and as such and because they are fully opensource, they attract also linux users and thus some developers.

    And there's a networking effect in play too. Unlike the binary world where everyone is out on his own, with open-source there are a lot of shared frameworks and facilities (the stuff that Nvidia tries to ignore). Development done by one can benefit the others. (Specially given the modular infrastructure of Gallium3D).
    So improvement done to Gallium3D by Intel can also improve the opensource driver of AMD.
    And AMD is taking part into the opensource development. Maybe the legal-approval process for their documentation release is moving at glaciation speed, but on the other hand they are trying to help and have even a few opensource developers on their own payroll.
    (And last but not least, although Nvidia themselves tend to kick all this community development in the nuts, the 3rd party reverse engineered opensource drivers Nouveau can both benefit from- and contribute to- Gallium3D development).
    Even Google throws some resources in from time to time, like helping port older Intel hardware to the newer Gallium3D framework.

    We are slowly arriving at a solution where a lot of interested parties are putting resources into development. And said parties include hardware developers themselves (Intel, AMD) and gamin

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  17. OpenGL *is* a standard by DrYak · · Score: 1

    OpenGL is a standard, a specification, an API.
    Catalyst, Mesa/Gallium3D, etc. are actual implementation, actual code.

    release-wise: Nvidia and AMD have compliant drivers out.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  18. Re:OpenGL is STILL THERE in Windows boys by wertigon · · Score: 1

    Way to miss the entire point, buddy.

    The fact is they are DECLINING, and lost 6%, mostly to Apple during a *four-year* period.

    Meanwhile there is Wii, PS3, Linux, iOS and Android running OpenGL *or* OpenGL ES *or* a subset/superset of these. Thus, yes, OpenGL is very relevant today, and no, it's not any harder than Direct3D. But on the desktop it might very well be too late.

    --
    systemd is not an init system. It's a GNU replacement.
  19. OpenGL ES 3.0 in Mesa by DrYak · · Score: 1

    Addendum:

    Just as an example of the involvement of Intel in speeding up the OpenGL 4.3 / OpenGL ES 3.0, this just in at Phoronix:
    http://www.phoronix.com/scan.php?page=news_item&px=MTE1Njg

    OpenGL ES 3.0 announced by Intel for the opensource drivers for their next generation of graphic cards (currently still alpha quality), and should became available during the first quarter of next year.

    Okay, it's not the full OpenGL 4.3 specs, it's only the ES 3.0 subset of it, there still some work to go. But, thanks to the modular architecture of Mesa/Gallium3D this front end is insta-magically available to any back-end exposing the necessary hardware features.

    That means that potentially 2013 will not only see support for OpenGL ES 3.0 for Intel HD, but also for older Intel hardware (thanks to Google) or AMD hardware (thanks to their opensource initiative) or Nvidia hardware (no thanks to Nvidia. Fuck you ((c) by Linus), but thanks to the countless reverse engineers), as long as said developers expose the corresponding hardware functionality in their drivers. (And same for the embed chips running Gallium3D based opensource drivers, like Mali on Lima, Freedno on Qualcomm, etc.)

    Pour enough resources on it, and full Open GL 4.3 becomes realistic within 2013. (Intel/VMware, Valve, AMD, Google, ... I'm looking at you !)

    Now as a scientist, I would enjoy to see some love given to the OpenCL front end too.
    (It's not lagging that much behind API-wise because OpenCL is a rather recent standard too. But it's not stable enough and some back-end aren't yet able to use it.
    On the other hand, this has some efforts paid by Google and even Pathscale).

    And I would guess that a few Linux Gamers would like to see the DX10/DX11 front-end some more serious development beyond the proof of concept stage.

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