I agree that precompiled shaders would be nice.
I don't really have a lot of complaints. ATI's drivers are pretty good now, and shader model 4 does just about everything I want.
Just cull the old crap and make sure ATI is following the spec.
I agree that precompiled shaders would be nice.
I don't really have a lot of complaints. ATI's drivers are pretty good now, and shader model 4 does just about everything I want.
Just cull the old crap and make sure ATI is following the spec.
I agree with all of your points, except for DSA. While the current DSA extension interacts with everything (and looks very difficult to implement), a core DSA spec targeting the forward-compatible GL3.2 API would be very welcome.Originally Posted by kRogue
Noone in their right minds would rewrite their GL1.1 or even GL2.0 codepaths to use DSA. On the other hand, I don't think anyone would object to replacing the following code:
with this:Code :int previous; GL.GetInteger(GetPName.Texture2D, out previous); GL.BindTexture(TextureTarget.Texture2D, current)[ GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear); GL.BindTexture(TextureTarget.Texture2D, previous);
(The code is C# via the OpenTK bindings)Code :GL.TexParameter(current, TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, TextureMagFilter.Linear);
On another note, are there any plans to update the reference pages to OpenGL 3.1? They are very useful, but still left on OpenGL 2.1.
No doubt this would be very cool. As the registry page suggests, XML-based versions are en route, but in the meantime we are cordially invited to exercise patience.Originally Posted by EvilOne
P.S. For those thin on patience there's a gem of a Perl script in this thread that'll get you started. All you need to do is rework the output to the flavor of choice - most everything else is in the bag.
GL3/gl.h GL3/glext.h?
while(1){keyboardsolo(FORTE, BPM_190);}
Anyone knows what is the status of
Code :glEnable/Disable(GL_AUTO_NORMAL);
It's not listed in depreciated things nor included in core specs.
Regards,
Z.
It's not listed because it's part of the NURBS evaluator thing, which is deprecated.
Then why is DirectX looking so attractive?Originally Posted by kRogue
Nope, you are correct there sir. Nvidia has not jumped in the 10.1 train, but why would they? DirectX 11 will be coming out this year with Vista SP2.Originally Posted by kRogue
But that's the whole issue. There shouldn't be a surprise associated with this. There should be a long period of communication, dialog, and testing.Originally Posted by kRogue
The fact of the matter is, while consensus is great, it's rarely ever reached. Compromise is the enemy of progress, and the fact of the matter is, The Khronos Group is at the whims of the people paying the money, rather than the people using their API. Microsoft has a good API because they can take all the input from everyone, but they still get the last say, and they get to decide the direction of the API.
Edit: I would just like to mention, I'm rooting for OpenGL here, really am. But unless something happens very quickly, I don't think it's going to be able to recover.
Won't recover? What are you talking about? Linux and OS X feature OpenGL as their choice.
The last time I checked, Microsoft is declining in growth, not sustaining nor growing in growth.
With the expansion of OpenGL in both Linux and OS X, not to mention OpenCL [with Cocoa APIs in OS X] you can bet their will be a shot in the rear for OpenGL.
Why anisotropy filtering not in gl3 core?
Realistically, I don't see serious people or gamers abandoning Windows, and Win7 is looking good. Can you imagine a professional or a gamer to throw away their library of software (that they use for work or entertainment), costing thousands of USD, and plunge into an OS where his tools are definitely unavailable (or have gimped-down alternatives)?Originally Posted by mdriftmeyer
Fortunately there's virtualisation.