I'm posting some of my thoughts on the presentations as a service to gamedev users which may not have as much free time as I have now.
Blizzard says:
- Having stuff in core is better than having extensions. (I'll take this for granted).
- MapBufferRange. (Ok, I suppose this could deliver, it obviously deserves the 3.0 moniker)
- One spec to read and learn (LOL intended).
Fewer extensions to test (LOL intended).
Fewer permutations to author and test (I'm not frankly sure).
Oh, sure, WoW portability is great but every time I see it running I think I came back to Quake2 or at best Quake3.
Book update: Buy stuff. Wow, I'm surely adding all this to my TODO list! (irony intended, but the fact this comes at the GL3 presentation gives me the creeps).
Ecosystem presentation:
- This is wonderful. Basically the route is core->deprecated->ARB extension->removed or EXT. Having extensions for cutting edge features was a great idea but I personally have some doubts in extending GL to have access to deprecated features! It's surely a new standard in quality and back-compatibility!
- WGL_ARB_Create_Context: ok, I understand this togheter with the deprecation model is good, it would have been a nice addition for GL2.2.
Extensions presentation: geometry shaders, other extensions to make extended GL2 basically equivalent to GL3. I really wasn't expecting it (irony intended).
GPG presentation: Blabla on their power benchmark for DCC. Sure it's useful but I really don't care. I don't even see why someone should care. What's the relationship with the API?
Introduction presentation: Wow, introduction presentations are always the same. Just replace _generate_mipmap with _geometry_shader and _vertex_buffer_object with _vertex_array_object. For the rest, they are always extremely interesting (irony intended).
Martz presentation: Buy stuff. Wow, I'm surely adding all this to my TODO list! (irony intended, but the fact this comes at the GL3 presentation gives me the creeps).
OpenCL presentation: Ok, we know it's going to be fun. It simply states how awesome the group is in developing this stuff. Just don't read.
Overview presentation: "Look how many extensions we put in core!" - yes, exactly.
GLSL presentation: A typical GLSL presentation. Ok, GLSL 1.30 has many things deprecated, which I mostly didn't use. Yes, I see this is going to be useful for implmementors.
Vendor announcements (it is suggested to activate marketing bogonic absorbers before reading):
- AMD stands behind GL3.0 rollout till the end of 2008. Uhm.
- Intel is "excited" for a new strong future. Uh-uh.
- NVIDIA: beta is already there, G80 and other supported. That's sure. Goodbye longs peak. Goodbye good-enough hardware.
gDebugger presentation: looks like a typical gDebugger presentation. Love it or hate it.