glfreak
06-04-2001, 02:06 AM
Hi,
Why do hardware vendors make opengl ICDs dependent on DirectDraw and GDI. 3Dfx ogl drivers call glide api and glide calls ddraw, and so does nVIDIA. I think opengl must be implemented straight to the metal and be more consistent. I mean it should have its own calls to set the display mode and framebuffer. Interfacing-to-window-ystem calls are to be minimized (wgl????? or glX?????)
No offense. I use opengl as the 3D API of choice and want it to become the standard in interfacing to 3D accelerators even in Windows OS.
I find there is no need to make opengl runder in software mode and make it call GDI functions since the hardware is capable of doing most of the tasks. Make it HW only API.
Also, why opengl32.dll? Get rid of it and unify the ICD binding mechanism.
Looking forward to hear your feedbak guys.
Thanks.
Why do hardware vendors make opengl ICDs dependent on DirectDraw and GDI. 3Dfx ogl drivers call glide api and glide calls ddraw, and so does nVIDIA. I think opengl must be implemented straight to the metal and be more consistent. I mean it should have its own calls to set the display mode and framebuffer. Interfacing-to-window-ystem calls are to be minimized (wgl????? or glX?????)
No offense. I use opengl as the 3D API of choice and want it to become the standard in interfacing to 3D accelerators even in Windows OS.
I find there is no need to make opengl runder in software mode and make it call GDI functions since the hardware is capable of doing most of the tasks. Make it HW only API.
Also, why opengl32.dll? Get rid of it and unify the ICD binding mechanism.
Looking forward to hear your feedbak guys.
Thanks.