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Oneros

OpenGL How to get OpenGL 1.5 SDK?

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hello, I am updating my OpenGL API and I''ve read that v1.5 is out for sometime now. Now I am looking all over but can''t find a link to download from... any help will be rewarded with a place in heven. while on the subject, do we know when is v2.0 due? (cause I don''t) be brave and strong!

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quote:
Original post by Tera_Dragon
I didn''t think v1.5 was out yet, oh well, I''m not really up-to-date w/ this, so if neone knows plz tell


The 1.5 Standard was finalised last June iirc, we might get a 1.6 in June, however as the 2.0 Standard might be announced in Auguest thats looking less likely

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I was at the 3d labs shader master class in montreal and they hinted they would have a OpenGL 2.0 implementation this summer (no uber buffer support though). Some guy asked him about 2.0 and thats what he said, though he was a bit vauge.

[edited by - _walrus on March 29, 2004 10:03:14 AM]

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yeah, uber-buffers looks to have not made it into the first OpenGL2.0 spec, hopefully it''ll be avalible shortly afterwards as an EXT at least
My guess is 3DLabs will have a driver for the current state of OGL2.0, which probably wont under go any huge changes between now and aug, and if it does it probably wont be a hard job to make the changes afterwards, guess it all depends on their def of a ''summer'' release, they could well mean aug post standardisation..

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quote:
Original post by _the_phantom_
yeah, uber-buffers looks to have not made it into the first OpenGL2.0 spec,


Gah, that sucks *so* much. I need them for my curved reflections. Damn. They better ARB/EXT them quickly after releasing 2.0.

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having had a read of the OGL.org forums it would seem that VBO and PBO are all a part of the super/uber-buffers spec/idea, its just a matter of making sure all the specifics are sorted out so that blocks of memory can be used transparantly for one thing or another and until they have that sorted the driver side of things wont get done, as someone said, you wouldnt like to try to impliment this at a driver level, spend all that time doing it and then find out you have to redo it..

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Yeah, I figured they would implement them as part of the buffer object memory management concept. That''s a good idea (yay for standarized interfaces), but look how long it took the ARB members to get VBO done. Granted, there was a whole concept behind this spec (while PBO and uberbuffers would merely be an extension to it), and Microsoft was still on the team happily blocking everything. But still, uber buffers will be a little more involved than, eg, PBO. They need new opcodes / entry points to vertex programs/shaders, in order to access uber buffers at vertex level. Probably some form of ARL, but taking two arguments (or even three, 3D uber-buffers ?). They also need new texture targets, etc.

I''m afraid it will take a while before everybody gives his OK for all this.

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