OpenGL Library Mesa 11.0 Brings Open Source OpenGL 4
jj110888 writes: Mesa, the open source implementation of OpenGL, has just announced version 11.0. This adds support for the amdgpu driver, fixes for non-Windows platforms, new OpenGL ES extensions supported, and more. Most notable is the support for all extensions in OpenGL 4.1 by the radeonsi and nvc0 drivers, and support for extensions added in OpenGL 4.2 by the i965 driver. This brings the OpenGL version supported by core Mesa from 3.3 to 4.2, five and a half years after OpenGL 4 was released. Mesamatrix gives the status of which OpenGL extensions are supported by which open source driver. Vulkan, on the otherhand, will have an open source driver once the spec is released.
I'm not sure what you are getting at. The alternative is using closed source, which honestly is not a real alternative.
I hate that Linux has such bad graphical card support. Games are the only thing that are keeping me on the Windows platform. I think it really is the only thing that is keeping the world from a "Linux on the desktop" utopia.
OpenGL is a specification, not source code. It's a document that describes a number of interfaces that an OpenGL implementation should implement. OpenGL is also quite old and stems from the early 90s, long before open source was even termed. Open simply means that the specification is open, as in anyone can read the specification and create his or her own implementation.
Yeah, like all 3D games for Linux and Mac.
Check the Mesamatrix link in the summary.
Sorry for that obvious question but is there left any software still using OpenGL? :-) (mesa demos do not count)
The first things that come to mind would be any hardware accelerated 3D graphics not targeting a Microsoft-only platform. Any software or games that are compiled against D3D and run through Wine are implicitly using OpenGL. All iphone and android apps are using OpenGL. Scientific visualization applications are most likely using OpenGL along with any other industry that goes back to the early 90's or before. I don't see a whole lot wrong with OpenGL for my needs, and Vulkan doesn't seem to add a whole lot that I can't do already though it is apparently necessary for pushing the envelope wrt next generation game engines. -metric