Sent an email to Matrox for almost two weeks ago asking about Parhelia's OpenGL support, finally got a reply today. They will support OpenGL 1.3, unfortunately, there's currently no plans to expose displacement mapping in OpenGL
The good news is that they will support vertex and fragment shaders through GL_EXT_vertex_shader and their own GL_MTX_fragment_shader extension.
I asked for a list of supported extensions, which they kindly provided me with. This is "most of the supported extensions", indicating there may be more, like the WGL extensions.
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_transpose_matrix
GL_ATI_element_array
GL_ATI_vertex_array_object
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_logic_op
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_element_array
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_vertex_array
GL_EXT_vertex_array_object
GL_EXT_vertex_shader
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_KTX_buffer_region
GL_MTX_fragment_shader
GL_NV_texgen_reflection
GL_SGIS_multitexture
GL_SGIS_texture_lod
Besides the lack of displacement mapping the OpenGL driver seams quite capable, lot more so than the G400 OpenGL drivers were in the light of what the hardware could do.
Highlights:
GL_ATI_element_array+ GL_ATI_vertex_array_object, very nice! They are going EXT now.
GL_EXT_blend_func_separate, joining the R8500 on supporting this extension. It's very useful, but not widely supported.
GL_MTX_fragment_shader, it's going to very interesting to see how capable this extension is.
It should be able to run quite a few of my demos.
The good news is that they will support vertex and fragment shaders through GL_EXT_vertex_shader and their own GL_MTX_fragment_shader extension.
I asked for a list of supported extensions, which they kindly provided me with. This is "most of the supported extensions", indicating there may be more, like the WGL extensions.
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_transpose_matrix
GL_ATI_element_array
GL_ATI_vertex_array_object
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_logic_op
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_element_array
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_vertex_array
GL_EXT_vertex_array_object
GL_EXT_vertex_shader
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_KTX_buffer_region
GL_MTX_fragment_shader
GL_NV_texgen_reflection
GL_SGIS_multitexture
GL_SGIS_texture_lod
Besides the lack of displacement mapping the OpenGL driver seams quite capable, lot more so than the G400 OpenGL drivers were in the light of what the hardware could do.
Highlights:
GL_ATI_element_array+ GL_ATI_vertex_array_object, very nice! They are going EXT now.
GL_EXT_blend_func_separate, joining the R8500 on supporting this extension. It's very useful, but not widely supported.
GL_MTX_fragment_shader, it's going to very interesting to see how capable this extension is.
It should be able to run quite a few of my demos.