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#26 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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#27 | |||
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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#28 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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#29 | |||
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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And that's all I am claiming here. Extensions, for most cases, are meaningless. And to play them up like Timothy has done is borderline misleading. Certainly edge cases exist where they are useful, but let's not overstate their significance. Quote:
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#30 |
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Senior Member
Join Date: Feb 2002
Posts: 2,019
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#31 |
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Member
Join Date: Jan 2010
Posts: 375
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I'm waiting for a partial resident texture API in D3D.
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#32 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Apsley, U.K.
Posts: 2,727
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I'm waiting for a minimal yet complete API...
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So many things to do, and yet so little time to spend... |
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#33 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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#34 |
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Tiled
Join Date: Oct 2003
Location: Kings Langley, UK
Posts: 2,675
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You'll be waiting until the heat death of the universe then as long as more than one IHV's hardware is being driven by the API, or the hardware has to support more than that API.
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A major redesign of the core ALU pineapple boomerang fortress. |
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#35 | |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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For clarity: what do you consider the main benefit of extensions? And what do you think Timothy Lottes thinks is the main benefit of extensions? I didn't mean to imply we should remove extensions. I just don't think they've ever been a good tool at making OpenGL more agile. If Khronos' aim is to allow OpenGL to change more rapidly than Direct3D, they would be better served to do it through small updates instead of relying on extensions. |
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#36 |
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Member
Join Date: Jan 2010
Posts: 375
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You have to distinguish between the "ability to extend" and a "specific extension". You always say "extension(s) X(YZ) is bad" and in effect "extendibility is bad", which is not correct at all. Maybe you don't intend to say that ...
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#37 | |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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#38 | |
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Member
Join Date: Jan 2010
Posts: 375
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Here you say it. You're talking "extensions", not the mechanism to offer them:
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#39 |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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#40 | ||
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Member
Join Date: Jan 2010
Posts: 375
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Okay ...
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So it's not only that you think "extensions" are useless (because if there would be just a single worthy extension IYHO, then the mechanism to offer it must inherently be great), the entire extension mechanism is scrutinized and subsequently criticised by you. Quote:
Most people don't program at that a professional level, but this also allows you to write your own extensions, from some PoV this is even a greater thing than just consuming extensions. |
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#41 |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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I literally have no idea what you are talking about. I don't know why you think I'm against extensions in general (I'm not!). There are situations where the extension system in OpenGL can work well (e.g. closed systems), but for the most part they are unused. Thus when people say things like "OpenGL 4.3 offers features beyond DX11.1 even on older non-DX11.1 hardware or OSes, thanks to a vendor extension mechanism" or "It is a cycle which enables innovation and rapid progress, where no single vendor has absolute control, so things are relatively fair for everyone involved: including consumers, hardware vendors, software vendors, and os vendors" I can't help but to roll my eyes. They play such an insignificant part!!!
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#42 |
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Member
Join Date: Jan 2010
Posts: 375
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I think the wording in your posts fails to transport your real opinion then.
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#43 |
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super willyjuice
Join Date: May 2005
Location: Astoria, NY
Posts: 986
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#44 |
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Member
Join Date: Jan 2010
Posts: 375
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Understood.
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#45 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Binary prefixes for bits and bytes |
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#46 | |
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Regular
Join Date: Mar 2007
Posts: 8,952
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Their ability to work with both sides of the aisle (hardware and software) in order to come up with a coherent and standard set of features (that is both possible to implement on the hardware side and desirable by developers on the software side) and to enforce those has allowed for far more rapid developement in the 3D space than OGL has. NOTE - this isn't to say that the extension system in OGL hasn't lead to some interesting innovations. The closest thing to the extension system in D3D was caps, but those were unpopular with software developers and lead to product confusion with consumers and hence MS tried to drop them in Dx10 and Dx11. Only, apparently to see them possibly make a reappearance in Dx11.1 (likely at the behest of one IHV or another but not at the request of software devs). I have a feeling they will remain just as unpopular. Basically extensions mostly benefit the hardware vendors. Might benefit a "few" software vendors. And is mostly a mess for your end consumer (do they have the right hardware? did they buy from the right IHV? does their OGL level X card support some esoteric extension only available on one card from one vendor? Etc.). Regards, SB |
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#47 | |
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Senior Member
Join Date: Feb 2002
Posts: 2,636
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#48 | ||
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Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
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Caps blur the line between core and optional feature sets. With extensions that line is quite clear.
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#49 |
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Senior Member
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Direct state access has been an extension for years now. Why isn't it in core yet, when every dev likes it?
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#50 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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I have to agree that I think OpenGL - while slowing improving - has been in a unique position to actually change up the landscape of rendering APIs by doing truly forward-looking stuff like moving to explicit command buffer creation, dependencies, etc. But yet they seem to content to just follow DX (almost exactly), which is kind of sad at this point. And with all of their adding checkbox features, they still haven't addressed some of the basic problems in the API (direct state access is a good example, but I want to see far more than just that done)!
But that said, the reality is that the core concept of GL (design by democracy) has just proven far less effective than DX's "benevolent dictator" model. In the GL space there is no one that can really force people to standardize on hardware and features and quite frankly, that's why they end up following as well: because they can count on the features in DX being available on all GPUs as that is the primary design target. Secondarily but not less important is the fact that no one writes good software infrastructure around GL and drivers. The Khronos conformance tests are a joke in terms of actually testing the entire API (including failure mode testing), which directly impacts driver quality. I shouldn't harp on GL too much here though as CL is 100x worse. Regarding extensions, it's nice in theory that they exist formally in GL but it doesn't really matter much in practice. GL itself is already dicey enough that you can't really trust it to be fully portable (due not really knowing if you've inadvertently relied on a non-standard feature that just "happens to work" on one implementation), and once you add extensions you might as well be programming directly to a card's command buffer format. Extensions are a proof of concept to allow key stakeholders to fool around with and then pressure the relevant standards, but none of these uses require a public mechanism like GL has. And let's not forget that all of the big GPU vendors have "unofficial" DX extension APIs as well that actually get used in games, unlike a lot of GL extensions.
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The content of this message is my personal opinion only. |
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