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If OpenGL is open-source, where is its source?

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I think it is an open standard and not open source. That means that anyone can modify it, which is why you see extensions from diffrent video card manafactuars. Where did you get your info?

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OpenGL is not an Open Standard or Open Source. It is strictly controlled by a standards body (the ARB). However, the extensions mechanism is there to allow for additions to the standard which can later be incorporated into later releases.

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Oh.. I think I was travelling. Or because of the "Open" in the name. And a classmate that is Linux programmer said it too.

Good to know this. Now I stop searching it source-code.

Thanks guys.
Cya!

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What I really want to see is how a API works itself. Not a implementation of a existent one. Per example (a very impossible to happen one!): the source code of DX and see how its created, how everything works.

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FWIW, SGI *does* have source code for a reference rasterizer for OpenGL. However, forget about getting your hands on it for free.

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Quote:
Original post by Maquiavel
What I really want to see is how a API works itself. Not a implementation of a existent one. Per example (a very impossible to happen one!): the source code of DX and see how its created, how everything works.


That's what Mesa3D is. If you don't have drivers for your vid card, but want to build and execute OpenGL applications, you can build and install Mesa and link against it. It provides a software-only (ie, no hardware acceleration) implementation of OpenGL. You can browse the source code and see how it works.

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Does that mean that linux distribution which use Mesa3D will not be hardware accelerated? How do you get hardware support on a linux game then? I ask because when i query SDL+OpenGL it says that i do not have hardware support, but i'm still getting a good framerate.

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Quote:
Original post by VertexNormal
That's what Mesa3D is. If you don't have drivers for your vid card, but want to build and execute OpenGL applications, you can build and install Mesa and link against it. It provides a software-only (ie, no hardware acceleration) implementation of OpenGL. You can browse the source code and see how it works.


Ah, good. I'm going to see it.

Quote:
Original post by Sneftel
FWIW, SGI *does* have source code for a reference rasterizer for OpenGL. However, forget about getting your hands on it for free.

This is the problem, *pay* for the code.



Thanks again.
All the best.

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Quote:
Original post by leiavoia
Does that mean that linux distribution which use Mesa3D will not be hardware accelerated? How do you get hardware support on a linux game then? I ask because when i query SDL+OpenGL it says that i do not have hardware support, but i'm still getting a good framerate.

Yes and no. Mesa3D's codebase does include a couple acceleration paths (3Dfx cards and such), but is generally software rendering when unmodified. DRI (which is part of XFree86 and Xorg) uses Mesa3D as part of its OpenGL implementation and can provide hardware acceleration.

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Quote:
Original post by leiavoia
I have the NVidia drivers installed though. When you install those, you usually dump DRI out of the XF86Config.
NVIDIA provides it's own acceleration architecture. for some unknown reason.

they really should switch to DRI, and I think they will be eventually...

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Guest Anonymous Poster
you don't have to pay for the SGI sample implementation.

http://oss.sgi.com/projects/ogl-sample/
ftp://oss.sgi.com/projects/ogl-sample/download/

it is, however, a bit out of date.

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