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Thread: Official feedback on OpenGL 4.0 thread

  1. #11
    Junior Member Newbie
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    Re: Official feedback on OpenGL 4.0 thread

    Any idea if a new quick reference card is coming along?

  2. #12
    Super Moderator Frequent Contributor Groovounet's Avatar
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    Re: Official feedback on OpenGL 4.0 thread

    I can't find any reference of GL_NV_texture_barrier feature in the new spec... anyone got more lucky?

    That would be a big miss I think.

  3. #13
    Junior Member Regular Contributor Heiko's Avatar
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    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by Jason Borden
    Any idea if a new quick reference card is coming along?
    Or an updated version of the online OpenGL reference pages. That would be great (currently the top menu of the OpenGL page still lists the OpenGL 3.2 reference pages as `under construction').

    edit: so far it looks good to me. I've mainly been looking into the OpenGL and GLSL 3.3(0) specs for now. Include directives and explicit attribute locations are nice additions to GLSL. Extra blending functionality, separate sampler states and timer queries are nice as well. All in all, it looks like a solid release to me!

    Will be chewing through the OpenGL 4.0 and GLSL 4.00 specs now .

  4. #14
    Senior Member OpenGL Pro Aleksandar's Avatar
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    Re: Official feedback on OpenGL 4.0 thread

    Extraordinary work!!!
    Two versions in the same day. I'm amazed!
    The revolution is started.

    When the new (GL 4.0) beta drivers will be available? I cannot read specification without ability to try anything. . Last time they were released together with the new spec (the same day), but now we are not so lucky.

    P.S. Although a new GLSL spec is not released, according to GL spec. 4.0 the new revision number will be 4.0. It seems inconsistent to jump to ver. 4.00 after 1.50.

  5. #15
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    Re: Official feedback on OpenGL 4.0 thread

    It's hard to call it "revolution", I was hoping to see all glBinds deprecated and use only DSA (at least in core profiles).

  6. #16
    Super Moderator Frequent Contributor Groovounet's Avatar
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    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by Aleksandar
    Extraordinary work!!!
    Two versions in the same day. I'm amazed!
    The revolution is started.

    When the new (GL 4.0) beta drivers will be available? I cannot read specification without ability to try anything. . Last time they were released together with the new spec (the same day), but now we are not so lucky.

    P.S. Although a new GLSL spec is not released, according to GL spec. 4.0 the new revision number will be 4.0. It seems inconsistent to jump to ver. 4.00 after 1.50.
    It is released. It's called GLSL 4.0 to match OpenGL 4.0 because there is a GLSL 3.3 for OpenGL 3.3.

    What if OpenGL 3.4 get released and GLSL versions are called 1.6 for OpenGL 3.3 and 1.7 for OpenGL 4.0.

    Ok true, sound inconsistent but well. At least with all those versions of GLSL and OpenGL you now which one come with which one.

    Quote Originally Posted by Tomasz Dąbrowski
    It's hard to call it "revolution", I was hoping to see all glBinds deprecated and use only DSA (at least in core profiles).
    DSA still look "in progress" as I find a couple of references in the extensions files.

    Fingers crossed ... with (OpenGL 3.4 and) OpenGL 4.1 at Siggraph 2010!

  7. #17
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    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by Tomasz Dąbrowski
    It's hard to call it "revolution", I was hoping to see all glBinds deprecated and use only DSA (at least in core profiles).
    Agreed; while its nice to see OpenGL has finally caught up with DX11's feature set the API is still the same old API which drove me away and DSA, the best thing to come out of the whole GL3.0 farce, is still missing.

    I'll swing back around again when GL5 is out; maybe that'll have something to tempt me back from D3D11...

  8. #18
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    Re: Official feedback on OpenGL 4.0 thread

    DSA would be nice I agree, BUT catching up the hardware has much greater priority in my opinion.

    DSA is not something that can be cleanly integreted into OpenGL without much work. It requires API redesign. Bind methodology has been with OpenGL from the beginning.

    I think that OpenGL 4.0 feature set is great.
    Try to notice the beauty of it's initial design and how cleverly authors of this API has integrated new features into so old architecture.

    It's much easier to throw away old API (D3D9) and to create nicely designed new one (D3D10+). But OpenGL authors can not do that. And I think that they did great job with OpenGL 4.0

  9. #19
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    Re: Official feedback on OpenGL 4.0 thread

    Quote Originally Posted by Stephen A
    Quote Originally Posted by Groovounet
    Stephen: You just made the joke of the day!

    It seams more honest from Intel to keep quiet.

    I'm not even waiting for an OpenGL 2 implementation anymore.
    Yeah, it's wishful thinking on my part. But hey, imagine an Intel spokesperson announcing that, "we are planning to ship OpenGL 3.3 support by the end of May!"

    Of course, reality kicks soon, when someone asks for the 100th time on how to perform offscreen rendering:

    - User trying to create an invisible window or other broken hacks: "Why do I keep getting garbage back?"
    - Linking to the OpenGL FAQ: "You are not passing the pixel ownership test. Use FBOs."
    - "But FBOs don't work on Intel."
    - "Try pbuffers."
    - "Nope, no pbuffers either."
    - "How about a sacrifice to Kthulu?"
    - "Wha..?"
    - "Just kidding. Software rendering for you."

    That much for "high performance graphics" on Intel...
    Well, I stopped waiting for an OpenGL 2 drivers for Intel hardware when they arrived.
    I'm writing this on my old laptop with it's Intel integrated graphics, which supports OpenGL 2.1, lots of extensions, including GL_ARB_framebuffer_object and GLX_SGIX_pbuffer.
    The only missing feature from your list is GL_MESAX_elder_gods_sacrifice.

    Philipp

  10. #20
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    Re: Official feedback on OpenGL 4.0 thread


    The bad news is that not every release will have every feature that every developer wants. The good news is that the releases are now spaced by months rather than years.. ( http://en.wikipedia.org/wiki/OpenGL )

    3.0 - July 2008
    3.1 - May 2009
    3.2 - Aug 2009
    3.3 / 4.0 - Mar 2010.

    So, as has been the custom for those releases, make your own assessment of what you like or don't like, and keep the feedback coming.

    If a dozen separate developers all shout loudly for DSA for example, this could effectively raise its priority for an upcoming release (assuming the objections of some of the implementors can be reconciled).

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