OpenGL3.0.. I mean 2.2

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336 comments, last by JMNightmare 15 years, 7 months ago
Here's something in the spec I found. In the deprecated features section it has this:

Alpha test - AlphaFunc and Enable/Disable target ALPHA_TEST (section 4.1.4), and all associated state.

So alpha testing is deprecated? How do you get equivalent functionality with OpenGL 3.0+?
I like the DARK layout!
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Quote:Original post by BradDaBug
So alpha testing is deprecated? How do you get equivalent functionality with OpenGL 3.0+?

You can use the discard keyword in a fragment shader.
I used to use D3D exclusively (mostly d3d8 and a bit of 9). I switched to OGL about the same time I switched to 'nix.

I gritted my teeth as I coded with stupid extensions and having to consult multiple versions of documentation that were often wrong anyways. I was hoping for OGL3.

This disappointing news has finally convinced me to install Vista and work with D3D10. A quick browse of the API and it's far superior to OGL in ease of use even. Hell, you can't discount the value of a well designed SDK with docs describing everything either.
Quote:Original post by Yann L
Quote:Original post by BradDaBug
So alpha testing is deprecated? How do you get equivalent functionality with OpenGL 3.0+?

You can use the discard keyword in a fragment shader.

Does that have the same performance as the old fashioned way?
I like the DARK layout!
Quote:Original post by BradDaBug
Quote:Original post by Yann L
Quote:Original post by BradDaBug
So alpha testing is deprecated? How do you get equivalent functionality with OpenGL 3.0+?

You can use the discard keyword in a fragment shader.

Does that have the same performance as the old fashioned way?
Well most fixed function stuff is implemented using a driver-generated shader program these days, so it's probably exactly the same.
Quote:Original post by rbarris
The wording on the Blizzard slides was intentionally terse (I never like presentations where the presenter is just reading the words on the slides); if you have any questions about the content in that segment I would be happy to try and respond to them.
Thank you very much for the opportunity.
The presentation was so compact I cannot even think at what to ask. Could you please add some comments on what the speakers actually said? Since this information is lost to all of us who weren't there, maybe there's something important.

Thank you in advance.

Previously "Krohm"

This is not good. I already hoped for 2.0 to be a major cleanup and now 3.0 will not be much more then a few extensions integrated again.
Maybe I missed something but an AMD employee says OpenGL did give programmers what they wanted ....hmmmm
A step in some direction
Quote:There has been much controversy over the direction the Khronos Group/OpenGL ARB has chosen for the next major version of OpenGL. After testing an approach that would have a drastic effect on the API, requiring complete OpenGL application rewrites and not introducing any of the long awaited features modern GPUs are capable of, the choice was made to give programmers what they are really waiting for ...
Quote:Original post by CmpDev
Maybe I missed something but an AMD employee says OpenGL did give programmers what they wanted ....hmmmm
A step in some direction
Quote:There has been much controversy over the direction the Khronos Group/OpenGL ARB has chosen for the next major version of OpenGL. After testing an approach that would have a drastic effect on the API, requiring complete OpenGL application rewrites and not introducing any of the long awaited features modern GPUs are capable of, the choice was made to give programmers what they are really waiting for ...


They need to post a list of developers who are in favor and another who is against, or at least make a poll.

All I saw in this thread is a bunch of game developers who wanted Long Peaks, another bunch who won't use GL3 so the bad news doesn't effect them (they are satisfied with GL 1.1), 2 people who think OpenGL is open sourced and other types of misinformation.
The biggest misinformation was that with Long Peaks, old programs would not run and that blog says the same thing in the first few lines

Quote:After testing an approach that would have a drastic effect on the API, requiring complete OpenGL application rewrites and not introducing any of the long awaited features modern GPUs are capable of

"OpenGL application rewrites" is basically bullshit since the plan was that old code would continue to run with old context.
Sig: http://glhlib.sourceforge.net
an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glhQuickInvertMatrixf2(matrix, inverse_matrix);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
Well, you can't blame them for not wanting to mess up a perfectly good library... But I do hope they can add the features we wanted for 3.0, like that object model. I look forward to 3.1, and hope that it won't be 2.3 =[.

As for people complaining OpenGL doesn't exist on Windows, you must remember that Microsoft isn't really to blame, crappy ass hardware drivers (AHEM INTEL) cause more bugs than Microsoft causes performance issues (but it does add a hassle of loading all the extensions).

[Edited by - JMNightmare on September 20, 2008 11:49:54 PM]

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