have we been reduced to this? arguing and bickering amongst ourselves?
THIS IS WHAT THE KHRONOS GROUP HAS DONE TO US!
Damn their eyes.
have we been reduced to this? arguing and bickering amongst ourselves?
THIS IS WHAT THE KHRONOS GROUP HAS DONE TO US!
Damn their eyes.
Soth: Get off the board, people who post such things don't belong here. When knackered posts such a comment that isn't ok, but after over 2700 posts and many years in this community, it is a different thing than for a newbie like you. If you only have offending things to say, just don't post anything at all.
Jan.
GLIM - Immediate Mode Emulation for GL3
Where are the mods anyway?
I think, the mods are under NDA, too, and cannot react to statements done in the forums...![]()
IMO, GL 3.0 has been needed for a long time. I don't know what the final GL 3.0 will be but what is needed is cleaned up API that is up to date and VERY simple to make drivers for. Let me explain:Originally Posted by zed
If you download some of the early driver version for your ATI or nVidia, you'll see that there is no GL_ARB_texture_float and no GL_EXT_framebuffer_object and some other extensions.
Compare GL 2.0 with D3D9c, those same features are core in D3D and work very well.
I believe that until now, on ATI you can't make a FBO that has a stencil buffer. Correct me if I'm wrong.
D3D10 is a cleanup up API with all it's new features. Those same features are not core in GL 2.1
They are not offered on ATI at all.
Well, it may be that some ARB players have not been cooperative but bottom line is GL is behind D3D since a few years now.
I don't think the gaming industry will switch APIs. The next gen game for Christmas will likely have DX9 and DX10 backend.
------------------------------
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
Hear hear.Originally Posted by V-man
That's been the story of OpenGL; "wait a little longer! good things are coming we promise!"Originally Posted by elFarto
Last time they said something like that we got GL2.0; an API striped of all the good ideas and was nothing more than GL1.6.
And the problem is after a while people get sick of waiting and wander off else where to see what else they can do...
its official pc gaming is dead,
alex st john declares consoles are dead
http://www.gamasutra.com/php-bin/new...hp?story=18685
like i say, unless your focus is on a niche, ogl3.0/d3d10 are irrelevant (at least until 2010+)
WRT pussies
http://www.youtube.com/watch?v=SKehkKqRlpc
this show prophesied the advent of the paris hiltons etc of the world
Behave, boys.