Re: Official feedback on OpenGL 3.2 thread
Excellent! Now we can say GL rules. With GS it's now the true multi-platform solution where we can benefit from latest hardware on all platforms, without having to upgrade the operating system. ;)
Lets give it some time to see a good working drivers in actions :)
Re: Official feedback on OpenGL 3.2 thread
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With GS it's now the true multi-platform solution where we can benefit from latest hardware on all platforms, without having to upgrade the operating system.
Too bad that Win7 is almost out. GL might have gained some users if this had been out while the Vista FUD kept people using WinXP.
BTW, geometry shaders are not widely used. ARB_draw_elements_base_vertex, ARB_texture_multisample, ARB_sync, and ARB_seamless_cubemap will be far more used and are far more useful than geometry shaders.
Re: Official feedback on OpenGL 3.2 thread
No body cared about Vista anyway...I saw all ppl complaining and re-installing XP. However, GL 3.2 will be a revolutionary change int he 3D realm. From CAD to real time simulation and games. But again we want to see good drivers.
Re: Official feedback on OpenGL 3.2 thread
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However, GL 3.2 will be a revolutionary change int he 3D realm.
How? It's good for OpenGL, but I fail to see how this is a revolutionary change in anything.
Re: Official feedback on OpenGL 3.2 thread
I meant to say many high-end and game developers will adopt it as soon as drivers are out there.
Re: Official feedback on OpenGL 3.2 thread
Noticed the following whilst reading the GLSL 1.50 specs with changes (GLSLangSpec.1.50.09.withchanges.pfd).
On page 45:
The fragment language has the following predeclared globally scoped default precision statements:
precision mediump int;
precision highp float;
The float precision predeclaration is new in GLSL 1.50 and is not marked in magenta.
Re: Official feedback on OpenGL 3.2 thread
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I meant to say many high-end and game developers will adopt it as soon as drivers are out there.
Which ones? And by that, I mean the ones that aren't already using OpenGL?
More specifically, what is it about OpenGL 3.2 that would make a game developer stop doing work on making their game, abandon Direct3D, and adopt OpenGL?
Re: Official feedback on OpenGL 3.2 thread
Great work. Nice to see OpenGL moving forward so rapidly.
Just a question: What's holding back incorporating S3TC into the core? Is VIA not willing to give up their intellectual property in favor of OpenGL?
Re: Official feedback on OpenGL 3.2 thread
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More specifically, what is it about OpenGL 3.2 that would make a game developer stop doing work on making their game, abandon Direct3D, and adopt OpenGL?
Based on the fact that GL 3.2 is now competent with D3D 10 or 11 and evolving rapidly, but providing there will be reliable drivers soon. D3D will not be abandoned in a day. Will never. But supporting two rendering paths is now possible.
I have experience with both APIs, and frankly choosing an API over the other is much of driver issue.
Hope IHVs work hard on good drivers.
Major CADs are now recommending D3D drivers for stability issues.
Re: Official feedback on OpenGL 3.2 thread
Not adding too much to the discussion, but here's my quick overview of the major new features in OpenGL 3.2 and GLSL 1.5.
http://www.devklog.net/2009/08/03/op...ally-released/