Sadly, especially for commercial applications, i've posted mine and some of our problems.
I was wondering who still do that for commercial applications.
I will still monitor that topic.
Type: Posts; User: dor00
Sadly, especially for commercial applications, i've posted mine and some of our problems.
I was wondering who still do that for commercial applications.
I will still monitor that topic.
I am working on 2 commercial platform games (for age under 12 ), planed to be release in Q2-Q3 2009. I am doing also some parts of the support tools. One of the goal for the company where i work is...
Actually user POV matter, they are choosing the OS:)
Interesting articles, but sad:( check the users point of view also.
http://www.tomshardware.com/reviews/opengl-directx,2019.html#
http://www.neowin.net/forum/index.php?showtopic=670942&st=0
NO ONE HAS SAID OR IMPLIED THAT IT WILL ONLY WORK ON A MAC!
Stop spreading FUD! :mad: [/QUOTE]
Whats up Korval?? You dont read all lines or you read between them??
Let me rephrase for you,...
If will work only on Mac they should call it MacCL or AppleCL, or anything else, but not OpenCL, imho.
Should not they relase OpenCL early for testing and available for all platforms?
Could be logical...
I have some stupid questions, but i must fire them:
When exactly OpenCL is planed to be released? Any clues?
Will be an alpha/beta soon to play with?
Thanks.
nice, thanks for info
... and this is how you make me lol irl.
OpenGL defines the texture origin (0, 0) as the lower left corner. D3D defines the texture origin as the upper left corner. However, OpenGL also uploads texture data from bottom to top.
This means...
You don't. [/QUOTE]
No, you have to, as OpenGl and D3D use different texture addressing mode.
Overall, after analyzing everything about OpenGL 3, all i can say is:
Thanks to peoples who make it possible. Yes, maybe is not perfect, or what some of us expected, but is here. I think ARB...
Your "sdk" already failed.
Will not be OpenGL official SDK. Will be "paladin sdk" or "community sdk" and have nothing to do with official SDK.
DDS stands for Direct Draw Surface. For proper use in OpenGL you need to flip the 4x4 blocks.
I dont see why DDS should be included in "openglsdk".
I dont agree about Boost.
You can use it for whatever you want, but not for SDK.
Isnt "FUN" how Khronos group is working?
Participation Type Cost (USD)
Promoter Membership $25,000 annually
Contributor Membership $7,500 annually
Academic Membership $1,000 annually
...
I try to understand what is/(was) the ARB difficulty to make a better OpenGL.
Why is updated so slow? There are so many "WHY"...
If the SDK is not cross platform, we can stop talking here.
GLUT is so old and so deprecated.
As for BOOST, i dont think is a good idea to use it.
A SDK must use minimal external libraries...
Why you people don't want to understand the reasons why we need a SDK??
Why are you threading new comers like that?
From the few developers using OpenGL you want to have even less???
Why...
Your logic fail.
Have fun asking ATI to fix the drivers problems.
You SIR miss something.
Before reading scroll back and read what i said about Linux/OpenGL.
Now, picture the new users. I am NOT talking about peoples who already know OpenGL very good, i am...
You have right, check that evil idea: "DirectX is better supported and have a real sdk and good development tools, lets stop the linux/mac support." or "Lets migrate to Windows".
I wonder why...
As i said in other topic, i was expected too a completely new API + SDK (real SDK, i am tired of "community links").
Khonos MUST seriously stop a bit and reevaluate themselves.