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#1 |
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Junior Member
Join Date: Jun 2007
Posts: 16
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http://opengl3.org/
"OpenGL 3.0 Specification Overview OpenGL hardware and driver plans - AMD, Intel, NVIDIA Developer's perspective on OpenGL 3.0 The new Khronos Compute Working Group and how that affects OpenGL and more..." If there is an overview of a specification, does that mean there's finally a specification? |
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#2 |
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Member
Join Date: May 2003
Posts: 540
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It's about friggen time!
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#3 | |
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Member
Join Date: Apr 2008
Posts: 141
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#4 |
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Member
Join Date: Aug 2005
Location: Mars
Posts: 162
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Why wait for SIGGRAPH? sigh.
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#5 |
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Crazy coder
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Well, the OpenGL guys seem to like Siggraph... Nothing wrong with Siggraph, in fact, I really loved it when I had the opportunity to be there in 2006, but if they missed the first Siggraph 2007 schedule it would have been nice if they didn't make us wait until Siggraph 2008. This last year there has been essentially zero new updates on the API and how it's progressing. From an outside perspective, it looks almost like they've just waited for Siggraph 2008 instead of say releasing the spec in the beginning of the year. In the mean time the API has been slowly but surely sliding into irrelevance ...
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#6 | |
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Senior Member
Join Date: Dec 2004
Posts: 1,294
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Quote:
If they say something like "We will be providing specs in Arial 12pt" im surely gonna be a tad dissapointed. |
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#7 |
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Registered
Join Date: Aug 2008
Posts: 1
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#8 | |
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yes, i'm drunk
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Quote:
I mean, at least for all i've read and understood, 3.0 wasn't meant to be anything but a "rewrite" of the API with the next version supposed to bring the new features bringing OpenGL features to match "DX10 level" hardware
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I'm nothing but a shattered soul... Been ravaged by the chaotic beauty... Ruined by the unreal temptations... I was betrayed by my own beliefs... |
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#9 | |
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Senior Member
Join Date: Feb 2004
Posts: 1,299
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#10 | |
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Member
Join Date: Dec 2003
Posts: 288
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#11 | |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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Quote:
GL prior to 3.0 was supporting DX9 level features, which is still the API level target for just about all games. With GL3, DX10 level support is core in the API, and not only will you see GL3 support on XP from NVidia (I'm guessing here, because I have any insider info), other vendors might also support this as well. So in this regard GL3 certainly has some serious potential market advantages over DX10, not only will be it supported on Macs, and Linux, but also probably have better support on windows than DX10 (because of XP)...
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Timothy Farrar :: blog Last edited by TimothyFarrar; 12-Aug-2008 at 18:17. |
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#12 |
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Darlek ******
Join Date: Jun 2004
Posts: 5,987
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#13 |
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Member
Join Date: Dec 2003
Posts: 288
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As far as I understood some CAD companies were against the new APi because it would - ahh - break their precious badly written rendering code. That is what I call politics
In my opinion someone (hey Apple Last edited by Zengar; 12-Aug-2008 at 21:13. |
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#14 |
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Member
Join Date: Apr 2006
Posts: 219
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This should be an interesting BoF. I wonder if eggs will be thrown.
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#15 |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,729
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The problem is, the rest of the world (non-Microsoft) has no alternative. The OGL API is reasonably abstract and can be ported to almost every platform, DirectX is tightly woven to MS platform concepts.
If Microsoft was smart, they'd create an "OpenDirectX" divorced from Windows that could be ported to run on OSX, Linux, non-WinCE mobile platforms, etc. They'd get a lot of goodwill, and driven the nail in GL's coffin. |
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#16 |
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco, CA
Posts: 4,210
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How do you get IHVs to work on a third API drivers? It's not like they can ditch OpenGL.
It's a lose lose situation, OpenGL is (unfortunately) not going to die anytime soon, at the same time we are stuck with an API that imho didn't make any sense 15 years ago and makes even less sense now.
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[my blog] Isn't it enough to see that a garden is beautiful without having to believe that there are fairies at the bottom of it too? [Douglas Adams] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#17 |
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Member
Join Date: Dec 2003
Posts: 288
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Could you elaborate? GL was clearly superior to DX till about DX9.0 both feature wise and API-wise. GLs stagnation started 5-6 years ago because ARBs incompetence.
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#18 |
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Member
Join Date: May 2007
Location: Sweden
Posts: 295
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Isn't it possible to reverse this unfortunate event or will most of the OGL dev community drop it if they can? There must be some drive to fix what's wrong and since most devs seem to openly show their displeasure It wouldn't be that far fetched to see the Khronos group going back. I don't work with this, so I don't know how it works in the industry. But being that OGL is important to many platforms It'd be weird if they didn't try and redo this to keep or gain some confidence again.
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#19 | ||
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Crazy coder
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Quote:
Now if they were to release an OpenDirectX, then that would be inviting Linux and Mac into the gaming community and making these platforms a lot more attractive for a lot of people. I don't see the business sense of that from Microsoft's point of view, although I would applaude the move if they did. The best thing for Microsoft would be if DirectX kept widening the gap, while OpenGL stayed around and bogged everyone else down. Instead, I think Apple and the Linux community must realize OpenGL is a burden at this point. Quite frankly, no one cares (or at least no one should care) about syntatic sugar and convenience functions (that belongs in D3DX/GLU/GLUT anyway) and the exact functions that you call to make things draw on the screen is irrelevant. All that is going to be stuffed behind your own abstraction anyway if your code is well written. The best thing would be if there was an opensource innitiative to create that OpenDirectX that would bring native bindings into the Linux kernel and allow IHVs to write drivers for it. And then write a GL-to-DX wrapper and deprecate the OpenGL support. In the long term that would be a gain for the IHVs too. Only one API to support. And perhaps also take a page out of Microsoft books, "embrace and extend", to bring extensions to the DirectX as well and let you do fancy stuff on Linux and Mac that the native interface in Windows can't do. Quite frankly, I think that's the only way anyone's ever going to break Microsoft's monopoly and bring some competition to the OS market. Quote:
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#20 |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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As for GL3, I think EXT_direct_state_access is a move in the right direction.
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Timothy Farrar :: blog |
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#21 | |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Horsham, United Kingdom
Posts: 2,046
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Quote:
OpenGL 2.0 "Pure" is long overdue.
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That message expresses my opinion, you can disagree with me, but an opinion can't be wrong. |
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#22 |
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Member
Join Date: Nov 2007
Location: Santa Clara, CA
Posts: 427
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What we were expecting was a new API without (without!) any new hardware support in core, no DX10 level support. This choice would have kept GL quite behind indeed. Until the next major update.
What we got was an update with DX10 support, and with a depreciation route towards placing GL in a better position to roll in a new object model (new API). So they swapped priorities. Personally I think they made the right choice given the situation.
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Timothy Farrar :: blog |
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#23 |
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a.k.a. Ingenu
Join Date: Feb 2002
Location: Horsham, United Kingdom
Posts: 2,046
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In 2002 3DLabs proposed a new OpenGL, 2.0 "Pure", which was to get rid of the slow path and move the API in the era of programmable hardware.
We are 6 years later, and we still don't have it. Firms could see that coming in 6 years and prepare for the change. Even OpenGL 3.0 Long Peaks (covering R3xx/NV4x up, with ARB extensions for D3D10 features, AFAIR) and Mount Evans (covering G8x/R6xx and so D3D10 level hardware) have been announced since years, long enough for firms to get ready. Clearly, if the schedule was followed, we would have OpenGL 3.0 (Long Peaks) and OpenGL 3.1 (Mount Evans) by now...
__________________
That message expresses my opinion, you can disagree with me, but an opinion can't be wrong. |
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#24 | |
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Regular
Join Date: Feb 2002
Location: California
Posts: 4,729
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Quote:
You see it happening today with Internet Explorer. For a long time, they eschewed supporting open standards and insisted on adding proprietary semantics in their browser to enforce lock in, and it worked for awhile, when they had 90% of the browser market. They could do anything they wanted, and offering to hand over and commoditize features to competitors seemed like a lose-lose position. Then Firefox and WebKit provided viable, better, alternatives to IE, and their marketshare started slipping. Now with IE8, they have returned to the fold, but too late. Their position in weakened. The traditional powerstructure (W3C) has been made irrelevent, and the future of Web standards is now controlled mostly by Google, and anti-Microsoft contributors. It is likely that IE is on the path to obsolescence. I know it seems utterly ridiculous and unthinkable, but ponder a scenario where compute shaders become a common programming model for lots of non-gaming tasks. There's no way data centers today are going to switch from Linux to Windows, and AMD/NVidia/Intel will surely want to sell solutions to these people, therefore, they have a vested interest in making sure minimally, a viable GPGPU/compute-shader driver architecture shows up on Linux, whether its OpenCL/LLVM or something else. Either way, it's not unthinkable that a separate industry push to run compute shader tasks on multicore or GPU via a standardized API would evolve into a render API as well. Microsoft would suddenly find themselves with no voice in a whole new market segment. Anyway, if you look at Microsoft's history, only very few of their initiatives are profitable, many are cost centers aimed at heading off competitors in emerging markets. They have launched tons of APIs and products for which there's no real business model, except that they didn't want someone else to control it. |
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#25 |
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Senior Member
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For whatever reasons, the old API has been kept. IF, it's because of CAD folks, even then I don't expect the IHV's to drop full OGL support because it would kill their high-margin workstation products. As for the API itself, I had chosen to wait for this before I started learning about programmable graphics pipeline, but now it seems that we are not going to get it any time soon.
As for OGL's future, I have seen the community break out in hives on OGL's forums and I am extremely disappointed that this is the second time they chose to let the past screw the future. Hey, even MS is looking to ditch classical windows in favor of Midori. My point is, sometimes, you just have to make a clean break from the past if you want to do great in the future. It's a simple law of evolution. Either you adapt yourselves to changing environment, or you go extinct. I can't figure out why didn't mandate all gl3 stuff(types,functions etc) to be prefixed with gl3 and let old stuff stay and mark it deprecated. After a few years and iterations, drop old stuff entirely and mandate a change of prefix from gl3 to gl to fix the version madness and complete the transition. Sure the function names will have to be changed but come on, how hard is a search and replace in your editor. As for MS, EEE is in their blood. It is a genetic problem with them. They simply can't resist the temptation to fuck "truly" open standards. |
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