GLSlang Draft Approved 26
Screaming Lunatic writes "The OpenGL2 working group has approved the draft version of The OpenGL Shading Language (glslang). It looks like OpenGL2.0 is getting there."
Anyone can make an omelet with eggs. The trick is to make one with none.
There is no "goto" (Score:3, Informative)
And wait, there's more:
No '*' or '&' unary ops. Pointers are not supported.
Suddenly you begin to feel enlighted. But where were these guys when all the previous derivatives of c hit us?!
I feel soo nice reading about a language that has no strings. Literally.
Why? (Score:4, Informative)
That argument just doesn't hold water.
Just so you know, OpenGL 1.x has been around for a very long time now, and it still happens to be totally viable. Why? Because it was a very well designed and fully featured graphics language when it first appeared. DirectX has been playing catch-up ever since.
It's just in the last year or so that DirectX has actually added newer features that OpenGL 1.x doesn't handle. If you look at the specs for OpenGL 2.0, you will see that once it comes out, DirectX will have probably another 5-6 releases to go before it catches up again. Oh, and it runs on just about every platform out there.
Ever heard of a real-time medical imaging package that uses DirectX? Yeah, thought not. And you never will. DirectX is really for games only, and not only that, MS platforms only on PC and XBox.
I could go into all the fundamental differences between OpenGL and DirectX, but is there really any point? The last one I will point out is this: DirectX is really a direct mapping to hardware, it's not really a Graphics Language per-se in that it's focus is on the actual implementation of the graphics and not on the graphics themselves. OpenGL on the other hand is ALL about the graphics, with the actual implementation totally left up to the environment it runs in.