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n00body

OpenGL Longs Peak

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Has there been any word on the status of Longs Peak, a.k.a. rewrite of OpenGL? Specifically, I had heard that they intended to make a release some time before July, leaving us with some time this month. So I was wondering about two specific details: 1.) Are they just going to complete the spec this month, or do they plan to have driver implementations that coincide with it? 2.) Are there any resources, like websites, PDFs, etc where I can get an idea of the syntax and semantics changes they have planned? I'm just wanting to see if a usable release will occur within a reasonable time-frame to be included in my own project. Thanks for any help you can provide.

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1) the hope is the spec will be out this month, I guess in theory an implimentation could be out at the same time, however I'm not counting on it, I'm expecting a 3 month lag time between spec and driver release at least (anything else is a bonus); however having the spec to program towards is a good thing [smile]

Offically however, the release was just 'summer 07' which means June, July and Aug. are all perfectly possible release dates.

2) As for a look at the new API, The OpenGL Pipeline news letter has details on it. The GDC07 presentations also have some information, specifically A peek inside OpenGL Longs Peak.

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Oh, kind of a shot in the dark question. Did they mention anything at all about a character rendering system? That would be really handy, and certainly long overdue.

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Original post by n00body
Oh, kind of a shot in the dark question. Did they mention anything at all about a character rendering system? That would be really handy, and certainly long overdue.


Why should OpenGL include a character rendering system ? , imo that should be left to third party libraries/engines.

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Original post by SimonForsman
Quote:
Original post by n00body
Oh, kind of a shot in the dark question. Did they mention anything at all about a character rendering system? That would be really handy, and certainly long overdue.


Why should OpenGL include a character rendering system ? , imo that should be left to third party libraries/engines.


Because DirectX has one.

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Original post by soconne
Because DirectX has one.
No. D3DX does provide some meshing funcs but D3DX isn't D3D and every serious engine will have troubles using those meshes. If you search the D3D forums you'll find plenty of people having issues with them - I speculate definetly more than writing an ad-hoc engine component.

There is no chance something like this goes in the Lean & Mean profile, maybe in an updated GLU but definetly not in core. It doesn't make any sense.

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No, they should put everything into GL, loading textures, handling the mouse and keyboard and then they should call it Lean and Mean.

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Original post by Vampyre_Dark
Quote:
Original post by V-man
handling the mouse and keyboard
It's a GRAPHICS library.


I was being sarcastic. Notice the mention of the Lean and mean profile.
In other words, many things should be thrown out including selection and feedback modes.

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FYI:
Quote:
Originally posted by Jon Leech (oddhack):
We will not be releasing specs until later this summer at earliest. There is a good deal of information in the OpenGL Pipeline articles, particularly the upcoming edition that will be out in a week or two, but not enough to start coding to yet.

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Honestly I didn't expect they would include it in the main API. I was just figuring they might have some kind of example or such. What with them transitioning from the "It's a spec" mentality to the "It's an SDK mentality".

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Original post by n00body
Honestly I didn't expect they would include it in the main API. I was just figuring they might have some kind of example or such. What with them transitioning from the "It's a spec" mentality to the "It's an SDK mentality".


http://quesoglc.sourceforge.net/

there is a decent one (based on freetype)

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Original post by n00body
Honestly I didn't expect they would include it in the main API. I was just figuring they might have some kind of example or such. What with them transitioning from the "It's a spec" mentality to the "It's an SDK mentality".

I understand your point, but it's not so easy, especially for something so involved like meshes... especially animated ones.
Everybody likes to have meshes in a way it's managed with a bit of secret sauce. Next-gen projects will probably add a bit of "muscle physics" simulation to the skeletral system.

You can write and provide a library which reads .png - everybody uses .png and it's a well defined format. You can design a tool which produces sound, or a file format which encodes arbitrary amount of channels (RAD).
You cannot just write and provide a library which reads "meshes" and plugs them in your engine - what a "mesh" really is and how it's managed is not so well defined.

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WRT d3d u mean d3dx which is a library that uses d3d, just like glu or my own math/mesh/texture library (but its not part of d3d).
there is no way this will make it into the main library ( for the same reasons d3d doesnt include any mesh etc loading stuff, it just doesnt belong there )

if u want a animation/mesh/model loading library check out collada, does everything plus the kitchen sink

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