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Graphics Software

OpenGL 1.3 Spec Released 193

JigSaw writes "The OpenGL Architecture Review Board announced the new OpenGL 1.3 specification (1.8 MB pdf). In OpenGL 1.3, several additional features and functions have been ratified and brought into the API's core functionality. New features include Cube map texturing, multisampling, new texture modes that provide more powerful ways of applying textures to rendered objects, compressed texture framework etc. Let's all hope that GL can catch up with Direct3D now, as with the latest DirectX8, Direct3D has done some big steps towards feature-set, speed and even non-bloatiness when it comes to coding for it, while OpenGL 1.2 was released more than 2 years ago and it did not offer as much."
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OpenGL 1.3 Spec Released

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  • by Anonymous Coward on Wednesday August 15, 2001 @04:47PM (#2109752)
    Developers now have a card vendor neutral way to access programmable shaders (pixel and vertex shaders) from DX8. But does OpenGL1.3 have anything comparable, or do we have to resort to NVidia or ATI extensions? If that is the case, OpenGL will be hard hit unless a standard vendor neutral extension it added soon.
  • by Anonymous Coward on Thursday August 16, 2001 @06:44AM (#2110574)
    "Unfortunately, this is a bit like saying, "C++ can do anything D3D 8.X does, given proper libraries and hardware support." The purpose of a standardized API is, well, having a standard."

    DirectX is a great standard for 3D graphics.
    I've spent many a day playing DirectX games on Linux/BSD/Macintosh/BEOS/OS2/QNX/Amiga.
    Oh crap! What am I saying? DIRECTX DOESN'T SUPPORT ANYTHING NON MICROSOFT!!!
    Yes that's a standard alright.
    Standard piece of BS.
  • Catch up to what? (Score:5, Insightful)

    by Mongoose ( 8480 ) on Wednesday August 15, 2001 @04:48PM (#2116483) Homepage
    GL is modular and relies on extentions. This produces a far more stable API and allows for the latest bleeding edge tech.

    Comparing DX or better D3D to GL is like comparing UNIX to Windows. You can either allow modular ententions or rewrite the API every release, whus breaking backwards compatibility for no reason. GL ext from ATI and Nvidia are much easier to use for development that D3D imho.

    Only moogles may disagree. We still love you dan! =)
  • Apple (Score:3, Insightful)

    by mr100percent ( 57156 ) on Wednesday August 15, 2001 @04:57PM (#2118089) Homepage Journal
    Microsoft will support it eventually in a year, as they want DirectX more. Apple will probably have it on MacOS X by the end of the year, while Linux will be a somewhere in between.

  • The funny bit... (Score:2, Insightful)

    by Papa Legba ( 192550 ) on Wednesday August 15, 2001 @04:40PM (#2127627)
    If history is any judge in 10 years from now we will not be able to believe that we watched such crappy specs and liked them.

    Gamer 1 " Good god this quake 3 is SUCH 24 bit color, how could they stand it?"
    Gamer 2 "Totally!"

  • Implementation (Score:4, Insightful)

    by Midnight Thunder ( 17205 ) on Wednesday August 15, 2001 @05:00PM (#2133200) Homepage Journal
    Now that we have the specs, how long before we can expect implementations that actually take advantage of them?

    As to this issue of Direct 3D having a bigger feature set et al., this is only a worthy argument if we are talking MS-Windows. Outside of the Windows platform Direct 3D means nothing, since it isn't available there. OpenGL is currently the only cross-platform solution worth mentioning (please correct me if there is another). IMHO, the SDL game API made the right move in using OGL for it graphics, since the last thing we need is yet another graphics API that is just about supported. Maybe one thing that will help OGL, especially in games, is if more noise was made about it.
  • by keesh ( 202812 ) on Wednesday August 15, 2001 @04:45PM (#2133681) Homepage
    More likely to be resolution... I for one can't tell 24bit colour from anything higher, but I sure can tell the difference between 640x480 and 1600x1200...
  • Re:Um... (Score:3, Insightful)

    by be-fan ( 61476 ) on Wednesday August 15, 2001 @07:13PM (#2133800)
    Microsoft says "Okay, do it this way".
    >>>>>
    Is this really such a *bad* thing? K & R wrote the UNIX API and said "do it this way." Is anyone complaining? IEEE standardized the API into POSIX and told people to "do it this way." POSIX is perhaps the most successful OS API in history. Somtimes, a nice standard is just better than some additional freedom (especially when that freedom is for hardware developers, which aren't highest on my ethics list).
  • by evilpaul13 ( 181626 ) on Wednesday August 15, 2001 @08:10PM (#2140451)
    It still (after what about three years?) has yet to make it into WindowsNT/2000. I don't think MS is going to take this opportunity to update their ICD with all those Professional/CAD-like plane extensions that are rumored to be getting incorporated into DirectX 9.
  • by MikeTheYak ( 123496 ) on Wednesday August 15, 2001 @07:36PM (#2141881)
    Unfortunately, this is a bit like saying, "C++ can do anything D3D 8.X does, given proper libraries and hardware support." The purpose of a standardized API is, well, having a standard. If five different vendors implement extensions for a vertex shaders, each using five different extensions used in different ways, what's a developer to do?
  • Sorry Folks, (I'm ready for the mod down)

    This is not a bad thing. While this does not bode well for Linux / MAC users, it does mean good things for the majority of the game playing market -> Windows users.

    Back in the day when 3dfx was the big bad daddy, developers who knew how to code for their card made the decision to only support Glide, and if they supported other APIs, they weren't done as well.

    Deus Ex is probably the best example of this. It was based on the Unreal engine, which had glide as its primary API. In subsequent patches, epic fixed Unreal so that its Direct 3D played well. Ion Storm did not, and as a result, the game runs like ass on my 1.2 with 512 MB ram and GeForce 2.

    Much like modem standards (remember those wars?), user interfaces (sorry, just read someones disertation on why having 12 different window managers under linux is a bad idea), it is not always a good idea to have multiple ways of doing things. If everyone supported Open GL, that would be great. However, todays hardware is written with Direct3D in mind, and it saves work for the developers, as well as making things more consistant for the end user, if everyone would just use it.

    Captain_Frisk
  • by Bilestoad ( 60385 ) on Wednesday August 15, 2001 @05:22PM (#2142323)
    APIs do have market share, and it's an ever-ascending spiral once one gets entrenched. If I want my game to take advantage of that huge installed base of nvidia and ATI cards then I write for DirectX. If I want my new video card to produce good benchmarks with popular games (and therefore sell) then I work hard on the DirectX support and windows drivers. OpenGL is just an afterthought.

    In the ruthlessly Darwinist gamer/graphics market the answer to "who is the market leader" and "who has the best solution" is usually the same, as long as you consider that "best solution" does not mean "most sensible and powerful API". From a developer's point of view OpenGL may very well be better but it just isn't where the money is.

    (And BTW, I am not the author of the parent to which you replied. That's a not-even-thinly-disguised recycled anti-BSD troll.)
  • by Anonymous Coward on Wednesday August 15, 2001 @05:11PM (#2142661)
    what's the difference between a "spec" and a "specification" that makes it worth repeating?


    My guess is that it's easier for people skimming the homepage of /. [slashdot.org] to read. ;-)



  • by room101 ( 236520 ) on Wednesday August 15, 2001 @04:48PM (#2143683) Homepage
    I have said it before (yes, an OpenGL troll), and I'll say it again: OpenGL can do anything D3D 8.x does. It just does it in a different way.

    OpenGL uses extensions, so you don't have to rev the version number to add funtionality, you only have to have supporting drivers (and/or hardware).

    That is why OGL hasn't been rev'ed in so long, it didn't need it, so you can provide a stable API for the developers.

    It is just cleaner to have this new stuff "built-in", so they do it every now and then.
  • instead (Score:2, Insightful)

    by linuxpng ( 314861 ) on Wednesday August 15, 2001 @04:48PM (#2154072)
    why not hope GL1.3 exceeds DX8 to make it more attractive to developers. We needs these guys seeing GL as a standard they can count on. It's really a messed up situation when a proprietary API is deemed a "standard".
  • Extensions vs Core (Score:5, Insightful)

    by throx ( 42621 ) on Wednesday August 15, 2001 @05:39PM (#2157658) Homepage
    The problem with extensions is that at least with DX8 you can write a pixel shader program once and expect it to work on any cards that support that version of the pixel shader (1.0 if you want to be conservative).

    If you go with OpenGL you have to write your program for each different vendor extension that comes out. Honestly, what are the chances of ATI or PowerVR ever supporting NV_texture_shader or NV_texture_shader2?

    One of the main aims of DirectX was to avoid the situation in the days of games under DOS where a game developer would have to write different code for each different target video card. Through the use of vendor extensions, OpenGL does no better than DOS did - requiring the developer to figure out exactly which cards he is going to support and writing to those extensions individually, also sacrificing future compatibility if the next generation of cards support different extensions.

    Writing to DirectX gives some degree of future-proofing your application as forward compatibility of the core API is preserved through revisions of DirectX. Sure this may carry a bit of "bloat around the middle" but that's the price you pay for compatibility.

    Of course, if you aren't writing for Windows you're stuck with extensions.

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