If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Senior Member
Join Date: Jun 2004
Posts: 1,908
|
Just trying to guage the relative features or proposed features of these two API's. Are they comparable in features or are there significant differences, advantages and disadvantages? :P
|
|
|
|
|
|
#2 |
|
Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
|
No.
GL2 is supposed to integrate GLSL into the core. Much like current ATI and NVIDIA drivers do, but with the official ARB blessings, whatever that means. So you'll have a high level language to program vertex and fragment shaders, compiled at runtime by the driver itself. There will be no artificial functionality limits and, as a logical consequence, there will be no shader profiles like in the current DXG toolchain. There's no need to wait for an official OpenGL2.0 though. The funcionality is already available. |
|
|
|
|
|
#3 |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Standard GL will eventually get DX10 functionality (whatever that turns out to be), it'll just be 2 years or so later.
|
|
|
|
|
|
#4 | ||
|
Senior Member
Join Date: Jun 2004
Posts: 1,908
|
Quote:
Quote:
|
||
|
|
|
|
|
#5 |
|
Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
|
Well, it'll be some 2.x that will get it. The core of 2.0 will basically be DX9. It'll be the first OpenGL spec to require programmable fragment and vertex pipelines. I suspect that further versions after 2.0 will make other parts of the API programmable, such as primative processing (something supposedly to be in DX Next), as well as providing more shader models.
EDIT: The reason why it may be 2 years is that it'll take that long for the ARB to settle on a spec. ATI and NVidia are sure to have their own extensions implementing the new functionality that will be available in DX Next, but there's no telling as to how those extensions will differ.
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
|
|
|
|
|
#6 | ||||
|
Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
|
Quote:
The main benefits of this move are marketing and, perhaps, that an integration into the core encourages IHVs to come through with implementations. This isn't really an issue if you're concerned with ATI and NVIDIA. Their drivers already support GLSL. It may however be something that motivates Intel, S3 and XGI to put that stuff into their drivers. After all, a "GL 2.0" checkbox can be printed on the box, just beside the "DX9 compatible" checkbox, and marketed. Much easier than "current drivers feature GLslang related extensions". edit: Quote:
|
||||
|
|
|
|
|
#7 | ||
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Quote:
Quote:
2) I'll take your word about GL 1.2...though I was under the impression that DX9 (PS2.0) type fragment shader standard was only recently ratified? And in any case, how long after they were exposed in the DX9 API was the standard in GL ratified? |
||
|
|
|
|
|
#8 |
|
Regular
|
A committee of rivals who are just working together cause they dont want to be too dependent on Microsoft are never going to equal the pace of Microsofts more or less enlightened dictatorship. Even the ARB cant keep up, let alone core OpenGL.
If all the things mentioned in the DX-Next presentation come to pass it will be a huge leap beyond GL2. Ever since hardware overtook OpenGL it has been reactionary, no reason to assume that is going to change. |
|
|
|
|
|
#9 | |||||
|
Recurring Membmare
Join Date: Aug 2003
Location: yes
Posts: 2,494
|
Quote:
Quote:
That's a fine line, and it's the basic problem with your comparison. Core GL doesn't have a lot of features because it doesn't need a lot of features. The driver writers can expose whatever they want through extensions (and many extensions are cross-vendor and widely supported). DXG OTOH needs new runtime versions that accomodate lots of features, because any DX version limits the maximum usable feature set of the device (with the interesting exception of FourCC codes). It's just not right if you're comparing the maximum feature set you can use via a version of DirectX Graphics to the minimum feature set allowed to claim conformance to an OpenGL version. This is where I was going with the "no set caps bits" thing. Compare minimum possible feature set for both. That would be silly, but fair. Quote:
ARB_fragment_program (the assembly style, floating point aware fragment shading API) a bit older. See the revision notes at the end of its spec. GLslang (the high level language stuff) was much later, and still appears to be in flux. Should be "final" RSN However you can already play around with it on Radeon 9500+ and Geforce FX cards. Compilation will obviously fail if you exceed hardware limits. |
|||||
|
|
|
|
|
#10 | |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Quote:
The ARB structure for stnadardizing the OpenGL environment has its pros and cons vs. the "Microsoft Dictatorship" way. Speed of implementation of the standard happens to be one "con" of the committee model (GL ARB). This is just a fact of life. |
|
|
|
|
|
|
#11 | |
|
Off-season
Join Date: Feb 2002
Location: On the pursuit of happiness
Posts: 3,019
|
Quote:
__________________
Binary prefixes for bits and bytes |
|
|
|
|
|
|
#12 |
|
Regular
Join Date: Feb 2002
Location: California
Posts: 4,732
|
I predict DX10 will get DX Next functionality approximately 2 years after DX9
I also predict that DX10 will slap in a bunch of new tech with poorly designed APIs, which will be fixed in DX11 about the same time OGL 2.x ships with a more sanely designed spec. |
|
|
|
|
|
#13 | |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,678
|
Quote:
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
|
#14 |
|
Member
Join Date: May 2003
Location: Brisbane, QLD, Australia
Posts: 219
|
Hopefully we'll know the final spec in a few weeks, but you can see what has been proposed for the next version in the latest meeting notes (from a couple of months ago).
I've said it before, and I'll say it again, the "2.0" version number seems to be more marketing than feature driven |
|
|
|
|
|
#15 |
|
Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
|
Well, given NVidia's and ATI's choices of each others extensions, it is apparent that they can work together within OpenGL. The real issue with the ARB and extensions is that one vendor's implementation may not support something that the other vendor has, or it may require something that that vendor does not support. The result may end up being a compromise that may not entirely expose all of a vendor's capabilities within the extension. The ARB version of NV_point_sprite, for example, lost the capability to specify the R texture coordinate.
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
|
|
|
|
|
#16 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,678
|
Right, which would be a problem for any standard, Ostol.
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
#17 |
|
Member
Join Date: Dec 2002
Posts: 122
|
Ditto democoder.
|
|
|
|
|
|
#18 | |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,678
|
Quote:
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
|
#19 | |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Quote:
|
|
|
|
|
|
|
#20 | ||
|
Member
Join Date: May 2003
Location: Brisbane, QLD, Australia
Posts: 219
|
Quote:
|
||
|
|
|
|
|
#21 |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Sorry, I didn't realize that "getting it" apparently means equating
1) two vendor specific rendering paths / coding to multiple vendor specific extensions vs. 2) a standard, single interface. My bad. |
|
|
|
|
|
#22 |
|
Join Date: May 2002
Location: New York, NY
Posts: 12,678
|
Well, Joe, it's all about pros and cons.
With OpenGL, you pretty much always get the full use of the hardware right away, but may have to wait for standards. Sometimes the standards are available right away (ARB_fragment_program was available at about the same time as DX9, for example), sometimes they aren't. It all depends upon how much the vendors cooperate. You don't always have to wait for the ARB, either, as you could simply have a standard agreed upon by two parties. For example, nVidia currently uses a few GL_ATI extensions in the GeForce 6800 series. This can make coding take a bit more time, but considering that OpenGL is already easier to code in, I don't think it's that much of a problem. It also has the added benefit of letting many standards percolate through the many vendors, often leading to a much better implementation than Microsoft. DirectX has the benefit of putting a standard out the door right away, but it's often not that great. For example, HLSL really should have been what GLSL is.
__________________
April 20, 1979 - America must never forget. |
|
|
|
|
|
#23 | |
|
Regular
Join Date: Feb 2002
Posts: 5,951
|
Quote:
|
|
|
|
|
|
|
#24 | |
|
Senior Member
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
|
Quote:
Anyway. . .
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood -Ostsol |
|
|
|
|
|
|
#25 | |
|
Naughty Boy!
Join Date: Jan 2002
Posts: 3,266
|
Quote:
__________________
Reverend Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005) |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| OpenGL 2.0 Unleashes the Power of Programmable Shaders | Dave Baumann | Press Releases | 0 | 10-Aug-2004 18:39 |
| Portability Between DirectX and OpenGL and Vice Versa | ChrisRay | 3D Technology & Algorithms | 5 | 09-Apr-2004 01:43 |
| NVIDIA Recognised For OpenGL Innovation And Contribution | Dave Baumann | Press Releases | 0 | 08-Oct-2003 16:47 |
| OpenGL1.5 with OpenGL Shading Language Support | Dave Baumann | Press Releases | 0 | 29-Jul-2003 03:24 |
| First To Ship OpenGL Shading Language Compiler | Dave Baumann | Press Releases | 0 | 02-Jul-2003 01:59 |