#243266 - 08/11/08 03:33 PM
Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today
[Re: Jan]
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Newbie
Registered: 10/06/07
Posts: 47
Loc: FL, US
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Jan, the good thing about it is that Larrabee is basically an extension card stuffed with x86's so you can already start programming a core without having to wait for an API. I have high expectations for this hardware but I am not holding my breath as I did with GL3.
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Thanks, Eddy
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#243267 - 08/11/08 03:42 PM
Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today
[Re: Eddy Luten]
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Regular Contributor
Registered: 04/17/07
Posts: 231
Loc: Fairfax, VA
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...I was really looking forward to an object-based API...
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#243269 - 08/11/08 03:48 PM
Re: The ARB announced OpenGL 3.0 and GLSL 1.30 today
[Re: Jan]
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Regular Contributor
Registered: 12/15/07
Posts: 127
Loc: Finland
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The fact is Larrabee will be out sometime 2009/2010. Another fact is that writing your own software-rasterizer is a lot of work. And even if others write that rasterizer, they will charge you. I look forward for open sourced software-rasterizer for Larrabee.
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Henri 'henux' Häkkinen
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#243283 - 08/11/08 05:41 PM
Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod
[Re: Jan]
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Newbie
Registered: 05/23/02
Posts: 16
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You really have to wonder what went on behind closed doors, while they were discussing the matter at hand. There really isn't any other choice but openGL for people using non-window machines. The mac, linux, and PS3(?)/Wii(?) people are still left using the same old API that they have been using before, and they still have to jump through hoops to get all functions working on all hardware. Or in other words, this whole 'annoucement' was nothing more than a big sign that read : " Nothing to see, continue on with what you did in the past. Hope it works, see ya next year!" It truely is a shame that they couldn't be upfront with the community with what was going to happen, or should I say what wasn't going to happen. 
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#243284 - 08/11/08 05:47 PM
Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod
[Re: Rob Barris]
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Regular Contributor
   
Registered: 04/08/03
Posts: 416
Loc: Germany
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Has everybody seen this yet? http://www.opengl.org/registry/specs/EXT/direct_state_access.txt It looks like this is (partly) that object model we tried to get. But I really have to hold back my tears when reading a new function name like this: NamedRenderbufferStorageMultisampleCoverageEXT(...) Why did they pull this off? Why do it that way? Why trying to further extend a monstrosity (where you have to think of all sorts of side effects you might introduce to the already existing extension environment) instead of just creating some new, clean, elegant and modern API? NOBODY would have complained if there was just a new opengl3x.dll that lives happily besides the legacy opengl2x.dll. And while 2.x would be still maintained but not further extended, everyone had the time to adopt GL3. FBO is 3 years old and still not working 100% on neither nVidia nor ATI cards. How long will it take, until EXT_direct_state_access is working? This whole stunt lacks any comparison.
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