OpenGL 2.0
Is there any projection when GL 2.0 is coming out/being standardized? Sometime this year? Next year? Next decade?
Many say at the end of this year. There is an arb meeting in summer and one in fall so gl2 should be well on its way toward standardization. Right now we have some elements of gl2 like glslang but the other stuff is still missing. 3DLabs has been doing lot of work in this area so check out their website and gl2 section including the forums and news.
what about the syntex of gl2? will it change a lot or can you even use the "old" functions? does anyone know something about it?
quote:Original post by Anonymous Poster
what about the syntex of gl2? will it change a lot or can you even use the "old" functions? does anyone know something about it?
One of the major rules(exept for extensions) is "never change,only add"
The PAIN is coming...this summer!!!In cinemas everywhere.
quote:Original post by Mihail121Original post by Anonymous Poster
what about the syntex of gl2? will it change a lot or can you even use the "old" functions? does anyone know something about it?
One of the major rules(exept for extensions) is "never change,only add"
The PAIN is coming…this summer!!!In cinemas everywhere.
Actually if you''ve looked at the OpenGL2.0 spec it''s going to change ALOT.
There will be 2 versions of OpenGL 2.0. 2.0 Standard which will be backwards compatible with previous versions of OpenGL but not offer the full 2.0 functionality. And OpenGL 2.0 PURE which will not be backwards compatible. The idea here is that people can migrate their apps from 1.x to 2.0 standard and from there eventually port it all over to 2.0 PURE.
I think that it will take more than the end of this year, opengl 2.0 will be out not before 2 or 3 years at least
As JD mentioned, you should see some of GL2 this summer. The release of the GL2 high level shading language is slated for sometime around Siggraph ''03 (August). The GL2 shading language is simply an extension ontop of OpenGL 1.4 so it''s backwards compatible.
A few other features mentions in the 3D Labs white papers are being worked on by the ARB. Object Memory management is being worked on by the ARB superbuffers working group and will hopefully be done by Siggraph as well. Vertex array objects have already been worked on by the ARB and has produced the ARB_vertex_buffer_object extension. Both of these are also simple additions to the existing OpenGL.
There aren''t any plan yet for specifying a "Pure OpenGL 2.0" as described in the original 3D labs white paper, but that may come along eventually.
A few other features mentions in the 3D Labs white papers are being worked on by the ARB. Object Memory management is being worked on by the ARB superbuffers working group and will hopefully be done by Siggraph as well. Vertex array objects have already been worked on by the ARB and has produced the ARB_vertex_buffer_object extension. Both of these are also simple additions to the existing OpenGL.
There aren''t any plan yet for specifying a "Pure OpenGL 2.0" as described in the original 3D labs white paper, but that may come along eventually.
MAn, I hope they didn''t change the syntax too much, or try to make it look like Direct3D!!! If it ain''t broke, why are they fixin it?
Pure OGL2.0 probably wont be out for a year or 2, however the point of this change over is to allow for programs to migrate from OGL1.4 -> OGL2.0 (non pure) and then make the step to Pure, bits of which we will see this year and over the next year after that.
As for OGL not being broke, it kinda is, which is the reason this OpenGL2.0 spec is about. I doubt however we''ll see a switch from C style functions to a COM system as we see in DirectX simply coz that wouldnt be very Xplatform
As for OGL not being broke, it kinda is, which is the reason this OpenGL2.0 spec is about. I doubt however we''ll see a switch from C style functions to a COM system as we see in DirectX simply coz that wouldnt be very Xplatform
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