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Thread: The ARB announced OpenGL 3.0 and GLSL 1.30 today

  1. #21
    Member Regular Contributor
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    You do all realise 'deprecated' doesn't 'removed' it just means 'expect this to vanish at some point' a fact which has worked so well in the past and hasn't at all lead to bloated APIs... like, say, with Java.

    While something is in you HAVE to support it because while it exists, in any form, people WILL use it.

  2. #22
    Junior Member Newbie
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    So how long til we *DO* get the stuff we were promised? I had a feeling of being let down

  3. #23
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I've been looking at the spec and as long as you use a full GL3 context it looks like you do get a very streamlined API, there is a hell of a lot of fixed-function stuff that you can't use in favour of shaders.

    OK, so there is no object based API, which I am gutted about, but is the spec really that bad? At least now they can deprecate and eventually remove stuff.

    Every way I look at it, this is a massive improvement over 2. What I'm annoyed about is the way the ARB haven't told us ANYTHING for a year and then don't deliver the stuff they did tell us about. But I'm annoyed with the process, not the final spec.

  4. #24
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today

    Quote Originally Posted by bobvodka
    You do all realise 'deprecated' doesn't 'removed'
    From the spec: "it is possible to create an OpenGL 3.0 context which does not support deprecated features." So if you want it to, it can remove the deprecated features.

  5. #25
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Are the SM 4.0 features (NVidia GEForce 8+) standard in OpenGL3 or do I still have to write a million different render paths?

  6. #26
    Member Regular Contributor
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Any chance of a parallel specification document that has all the deprecated features removed, so we can see what is left over?

  7. #27
    Senior Member OpenGL Guru
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Even if you can create a context, that does not support the deprecated features, that doesn't make drivers less complicated and therefore less error-prone. The very idea of the whole rewrite (which we didn't get, of course, so the idea of less error-prone drivers was ditched too, i guess).
    GLIM - Immediate Mode Emulation for GL3

  8. #28
    Junior Member Regular Contributor
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by Leadwerks
    Are the SM 4.0 features (NVidia GEForce 8+) standard in OpenGL3 or do I still have to write a million different render paths?
    No, they are not.
    It seems that they are "reserved" as usual GL_ARB_xx extensions: http://opengl.org/registry/
    see items 47. GL_ARB_geometry_shader4 and down.

  9. #29
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    [censored] that is stupid.

    Time to call Intel and see what they are planning with Larabee.

    I knew the news would be bad. You don't have someone cut off communication like they did and then get good news afterwards.

  10. #30
    Senior Member OpenGL Guru
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Time to call Intel and see what they are planning with Larabee.
    You keep saying that, but Larrabee will still be using the standard APIs for graphics work.

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