Doomtrooper
Veteran
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Doomtrooper said:If you are going to disagree provide more to this debate then replying to me about Nvidia is evil crap, I posted my opinion on this subject along with quotes from the OGL and 3Dlabs (what this thread is about BTW).
If you don't like it, tough luck.
Why would other graphic chip companies do something altruistic for nvidia?Sabastian said:Another good point that Doomtropper brings up is the fact that there are no other graphic chip companies having praise for nvidias Cg. In fact we have an official rebuttal from 3Dlabs.
Because more developers would use it. I dont see why that is altruistic. Software taking advantage of modern hardware is in nVidias best interest.Why would nvidia speed up development of software so that it can run better on other companies hardware just as well? That would truly be an act of altruism on nvidias behalf.
Doomtrooper said:Since they were the ONLY company wanting to charge licensing fees for extensions, the company that took the Open out of Opengl
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I have a real big problem charging licensing fees to a API that was never meant to have them
Proprietary extensions for a common function (GL_NV_vertex_program) is not texture compression and SGI is NOT a graphics CARD COMPANY.
Trademarked instruction sets which require licenses to use are terribly common. By doing this, you prevent people from riding on your coattails and R&D. Are you going to lambast MIPS, Atmel, ARM, Intel, etc for protecting their instruction sets?Doomtrooper said:Proprietary extensions for a common function (GL_NV_vertex_program) is not texture compression
SGI certainly is a graphics hardware company. Look at any of their workstations--they're tailored to graphical visualization.Doomtrooper said:SGI is NOT a graphics CARD COMPANY.
HOWEVER, its completely irrelevant. When SGI started, they made their own graphics subsystems, they are essentially the fount of most knowledge with respect to 3d visualization. It originally was IrisGL, which ran solely on their Irix workstations.
DaveBaumann said:Which, co-incidentally, was licensed from 3Dlabs.
RussSchultz said:First, I'm saying they had to make their own because NVIDIA didn't want them using theirs, which is the point of licensable technology--preventing your competitors to use your R&D money against you.
Next, did you even read the article? The extentions are different (the NV one and the EXT one) in their implementation, and they're discussion merging the two for OpenGL2.0's shader language. In the end, they both essentially expose the shading mechanisms of DX8, but the path to get there is differing.
They got off on a bad foot with some of the legal positioning on NV_vertex_program, and would now like to offer the extension to the ARB free of any encumbrances or conditions, in contrast to the previous position.
Bimal asked if the previous constraint on adopting the extension only without changes still applied. David says that as we move away from features to programmability, NVIDIA is focusing on the processor instruction set. They'd resist changes which made the extension incapable of running on their platform, but would be more receptive to other changes. Going forward, use will be made less restrictive; IP does underlie the extension, but NVIDIA would like to license it freely and openly, without restrictions.
demalion said:I'm puzzled as to how you highlight text that points out how nVidia tried to act before, and makes clear how not trying to charge other vendors for licensing is in contratst to past behavior, and ask me if I've read the article. I make reference to track record, and say that they are trying to do the same thing they have done in the past, but now with Cg...it makes me question whether you really gave my post a good read. Perhaps I misused my tenses in discussing what nVidia has done and is now trying to do again with Cg, but as I reread I fail to notice where, and can't credit that your highlights contradict anything I stated. All it seems to do is point out that nVidia realizes they misstepped, yet is trying to do exactly the same thing again with their positioning of Cg and their requirement of licensing fees to offer a Cg implementation.
demalion said:All it seems to do is point out that nVidia realizes they misstepped, yet is trying to do exactly the same thing again with their positioning of Cg and their requirement of licensing fees to offer a Cg implementation.
It's up to the application vendors to choose whether to pre-compile or trust the run-time compiler. In the current run-time the application specifies what compiler to use, so the application might query the system to see what compilers are present and use a particular compiler.