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OpenGL news and info from the GDC


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#1 Dave Astle   Senior Staff   -  Reputation: 2307

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Posted 23 March 2006 - 06:50 AM

It's a few days late, but I just posted my summary of Monday's OpenGL tutorial. I was only able to attend the first two sessions, but since they covered relevant news and plans for the future of OpenGL, I think I got the most important information.

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#2 zedzeek   Members   -  Reputation: 528

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Posted 23 March 2006 - 09:47 AM

excellant stuff, btw i pointed the www.opengl.org forum to this article

#3 Lazy Foo   Members   -  Reputation: 1105

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Posted 23 March 2006 - 10:52 AM

You've been typo'd

Quote:

Changing the Object Model

In the current object model, teh application supplies an unsigned int "name"

Learn to make games with my SDL 2 Tutorials


#4 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 23 March 2006 - 08:34 PM

This made my day. Its time we finally got a Lean and Mean OpenGL!!

#5 N64Marin   Members   -  Reputation: 100

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Posted 24 March 2006 - 02:06 AM

Good news, I see OpenGL API got stronger and stronger, I love it. Good work, ARB!

#6 Bounds   Members   -  Reputation: 150

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Posted 24 March 2006 - 02:13 AM

Cheers for the info Myopic Rhino.

#7 evolutional   Moderators   -  Reputation: 1064

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Posted 24 March 2006 - 02:35 AM

Nice writeup Dave

#8 pinecone   Members   -  Reputation: 122

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Posted 24 March 2006 - 02:59 AM

neat. I do like these changes. Thanks for the summary! :)

#9 Promit   Moderators   -  Reputation: 6636

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Posted 24 March 2006 - 03:01 AM

Finally NV and ATI are pushing for OpenGL to do something right for once. Hopefully these changes won't be stripped and beaten by the bureaucracy/ARB.

#10 phantom   Moderators   -  Reputation: 7111

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Posted 24 March 2006 - 05:09 AM

Yeah, I'm looking forward to these changes

#11 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 24 March 2006 - 08:53 PM

Is there a more detailed transcript or something of this?

#12 b2b3   Members   -  Reputation: 602

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Posted 25 March 2006 - 01:10 AM

I was looking through the GDC site and I was unable to find any presentations/slides. Are they available somewhere?

#13 phantom   Moderators   -  Reputation: 7111

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Posted 25 March 2006 - 01:25 AM

Quote:
Original post by b2b3
I was looking through the GDC site and I was unable to find any presentations/slides. Are they available somewhere?


If its anything like the last two years then at some point soon ATI and/or NV will have slides and a video or two of the day up.

#14 gold   Members   -  Reputation: 412

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Posted 25 March 2006 - 03:01 AM

M Rhino's summary is pretty good, it looks like he copied the slides. If you want more detail, you pretty much need to watch the video. Or, you could ask questions - what would you like to know?


#15 Anonymous Poster_Anonymous Poster_*   Guests   -  Reputation:

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Posted 25 March 2006 - 08:36 AM

How long do you expect the specification of GL LM will take?
Will there be something like d3dx?

#16 zedzeek   Members   -  Reputation: 528

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Posted 25 March 2006 - 09:07 AM

i havent looked at them yet.
http://www.khronos.org/developers/content/GDC_2006/

#17 gold   Members   -  Reputation: 412

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Posted 25 March 2006 - 12:31 PM

Quote:
Original post by zedzeek
i havent looked at them yet.
http://www.khronos.org/developers/content/GDC_2006/


These are OpenGL ES slides, unrelated to the GL futures discussion.

#18 gold   Members   -  Reputation: 412

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Posted 25 March 2006 - 12:38 PM

Quote:
Original post by Anonymous Poster
How long do you expect the specification of GL LM will take?
Will there be something like d3dx?


The plan is backward compatibility, hence a transition from old interfaces to new rather than a sudden shift. As such the new capabilities will be introduced as extensions initially. Some already exist, e.g. vertex and fragment shaders as a replacement for fixed function T&L and texenv, respectively. When the legacy functionality officially becomes deprectated and/or layered remains to be seen.

The slides already hint at the direction one should consider moving, even in the absence of an official LM profile, since it makes clear what features are considered optimal and low level.

As for d3dx: we'll see; the ARB recognizes that the community needs better tools and utilities to thrive. That's independent of this proposal.

#19 gumpy   Members   -  Reputation: 793

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Posted 25 March 2006 - 12:45 PM

Quote:
Original post by Promit
Finally NV and ATI are pushing for OpenGL to do something right for once. Hopefully these changes won't be stripped and beaten by the bureaucracy/ARB.

Quote:
http://www.gamedev.net/columns/events/gdc2006/article.asp?id=233
The ARB is now working to transition the management of OpenGL to the Khronos Group by the end of the year.

woot! (i think...)

This space for rent.

#20 deavik   Members   -  Reputation: 570

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Posted 25 March 2006 - 10:18 PM

I'm a little confused with Texture Shaders, Sample Shaders and what there proposed roles are going to be. Just reading through the features that are going to be sacrificed (layered) in their favor, it seems to me like we do the same kinds of operations in fragment shaders, though fragment shaders are not so powerful. I would be glad if someone took the time to explain, thanks!

Some of the other features they are planning are really going to make it easy for developers, like only one preferred way of passing vertex data, more informative logs; and if they make it easy for the driver writers too ... excellent!

By the way, that's a great write-up, a BIG thank you to Dave Astle! [smile]




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