SGI and ARB announced the availability of the OpenGL 1.4

pikkachu

Newcomer
here it comes :)

SGI and Architecture Review Board Release Next-Generation,
3D Enhancements to OpenGL

New Features and Functionalities for Advanced Realism
for World's Leading Graphics Specification

MOUNTAIN VIEW, Calif. (July 15, 2002)--
Designing the next-generation sports car, creating a must-have game, training future fighter pilots or producing the next blockbuster movie will become easier with the latest version of the OpenGL® application programming interface (API). SGI, building on its 20 years of graphics leadership and innovation, and the OpenGL Architecture Review Board (ARB) today announced the availability of the OpenGL® 1.4 specification. Introduced 10 years ago by SGI, OpenGL is now the premier environment used by software developers to create interactive 2D and 3D visual applications for computer systems ranging from consumer PCs to graphics workstations and supercomputers.

http://www.sgi.com/newsroom/press_releases/2002/july/opengl.html

:)
 
Mmmm, looks like Vertex Shaders finally made it through. I guess fragment (pixel) shaders will be attacked for OpenGL1.5
 
No,its not a mistake.... i wonder why
some people want to think that? :rolleyes:

actually,1.4 favors nvidia, :rolleyes:
since its nv_vertex_program
was promoted to arb_ext :rolleyes:
 
pikkachu said:
No,its not a mistake.... i wonder why
some people want to think that? :rolleyes:

actually,1.4 favors nvidia, :rolleyes:
since its nv_vertex_program
was promoted to arb_ext :rolleyes:

Any technical reason why that would be bad enough to cause eye rolls?
 
it's fine that nvidia wants to builts limitations in
to their hardware,but to impose such limitation
on a open industry standard api like OpenGL is
really backwarded and dumbassed. :rolleyes:
 
pikkachu said:
it's fine that nvidia wants to builts limitations in
to their hardware,but to impose such limitation
on a open industry standard api like OpenGL is
really backwarded and dumbassed. :rolleyes:

And those limitations are? Compared to the competing options? Please, be as technical as you like. I'd like to see WHY the new vertex shader extension is no good and what would of been better.
 
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