OpenGL news and info from the GDC

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22 comments, last by owl 18 years, 1 month ago
Quote:Original post by gold
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.


I personally think this is a major point (and I know others agree), when D3D and OGL are compared it quite often comes down to D3D having D3DX to use, and while there are many opensource things out there to help the problem is just that; there are many and they dont all interact with a common interface.

I did have a mind to start a project like D3DX for OGL, however it along with many other things has been shoved on the back burner for now.
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Quote:Original post by gold

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.


While new functionality (geometry shaders, texture arrays, render to vbo etc) should definitely be exposed through extensions, won't a slow transition to new interfaces be cumbersome, changes one after the other, all the while the interactions between the new features ?

Why not make a software rasterizer to test and prototype all the interfaces for exposing functionality and release it so that developers do get access to new interfaces and functionality without it being wedged in the current clutter of the API?

Would people react better to:

A) Here is a new way to manage Texture objects, a month later a new way to specify and use constant buffers, another month later geometry shaders...

OR

B) Here is the new api and a refrast so you can play with it before the hardware is available, to manage different buffers, to convert between them, different shader types etc. let us know what else you would like to see?

I feel B would be a more successful release strategy. Note that I don't think this makes much difference to the experienced 3d guru, but for intermediate GL programmers it would.
Oh man, now this sounds good. Since this isn't really going to come into effect until 3.0, it is unfortunately going to be a while. Unless we go from 2.1 -> 3.0 that is.

Quote:
I personally think this is a major point (and I know others agree), when D3D and OGL are compared it quite often comes down to D3D having D3DX to use, and while there are many opensource things out there to help the problem is just that; there are many and they dont all interact with a common interface.


Agreed. However, this is mostly applicable to beginners or people who are starting a project from scratch and have severe time constraints. Most of the time you can just implement what you need yourself (and most isn't really that hard - from what I understand of what's contained in D3DX), as you will rarely need the complete functionality of the entire library.

A utility library for OpenGL would be nice though.
If at first you don't succeed, redefine success.
Quote:New sharing model:

* Large objects (texture images, buffer objects, probrams) are always shared among contexts


That I would find definitely useful right now. (and I think I found another typo :P)

Thanks Dave.
[size="2"]I like the Walrus best.

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