OpenGL 2.0 Released 353
berny@work writes "OpenGL has finally released version 2.0. The benefits include Programable Shaders, in particular: Shader Objects, Shader Programs, OpenGL Shading Language and changes to the Shader API. If you are interested take a look at the tutorials and the case studies that are linked to from the OpenGL site."
Whither directx? (Score:1, Insightful)
Direct 3D (Score:4, Insightful)
Re:Versus DX successor (Score:5, Insightful)
One word: portability
Thank tha lor' !!! (Score:4, Insightful)
tutorials? (Score:3, Insightful)
Re:Versus DX successor (Score:5, Insightful)
Obviously DirectX has such things as DirectSound which don't really have alternatives under Windows, though.
Re:Versus DX successor (Score:3, Insightful)
The only way that it will match the popularity of DirectX is if someone produces an SDL on steroids. Something that matches DirectX feature for feature but in an open source and cross-platform manner.
Furthermore, I don't believe that Linux should not be the primary focus for this SDL on steroids - Win32, the XBox & PS2 should be. Why? Because obviously they're the platforms that games come out first. Get the games companies to program to this portable layer and it increases the chances that the port to Linux will appear some time after.
OGL 2 Compliant cards (Score:2, Insightful)
Re:Versus DX successor (Score:4, Insightful)
Re:Go, OpenGL ARB! (Score:5, Insightful)
Personally, I've used both D3D and OpenGL, and find D3D to be a horribly designed API, with massive changes in each revision. I'd much rather get OpenGL a year later, but designed right, than the D3D hack of the day.
Re:Does this work with older cards? (Score:1, Insightful)
You're more likely to be considered a dumbass for pointing that out.
peace.
This is good (Score:1, Insightful)
Re:Versus DX successor (Score:3, Insightful)
your argument would be better served by not listing games that are all from the same company
but not so much with
(or at least, using engines from the same company). There's a ton of games using those engines.
Re:Why no comparison with D3D? (Score:1, Insightful)
And the note about objects.. There aren't any "objects" in either really, they're just a set of vertices that make polygons - that's it. How you handle those vertices is entirely different story.
For OGL I find it easier to make high-level libs that hide the complexities of actual vertex-level routines. DX is a bit more general than OGL but not as easily used and added to applications.
Re:Why no comparison with D3D? (Score:3, Insightful)
The API is very C-centered, which is nice, if you develop in C; we however developed in other languages, which more suitable for enterprise apps where stability and floatingpoint correctes is AO.
I'm not fond of OOP, but it sure makes sense when you deal with visual objects, and OpenGL doesn't really feel OO. Dealing with OpenGL for Lisp or Python is easy, but sure as hell ain't pretty.
Re:more tutorials? (Score:2, Insightful)
NeHe [gamedev.net] is one of the best for tutorials. GameDev [gamedev.net] and FlipCode [flipcode.com] are also good general sites.
Massive linux gamers market? (Score:5, Insightful)
Come on, thats no argument. There is NO linux gamers market worth mentioning, and there is NO massive linux market in the first place.
A better argument:
OpenGL is a long standing industry standard which give developers more control over the way stuff gets rendered. Its simple, straightforward and does not depend on a large, antropophagic competitor, platform owner like Microsoft.
And THATS why ID uses it. So the MS wont choke them by controlling that critical part of the API.
Not many developers have the muscle ID has to invest in remaking a lot of stuff DX already provides, but for some sizes, its worth it.
Re:Why no comparison with D3D? (Score:5, Insightful)
While I agree OO has advantages in some situations with a low level graphics API I don't think that's the case the only real omission in OpenGL caused by the C interface is function overloading for the various argument types to a few functions. That would clean up a few things.
In 3D graphics OO really kicks into it's own when it comes to higher level APIs like scene graphs and there are numerous examples. These can and do benefit greatly from OO design but nobody has come up with a compelling low level hardware interface that justified OO. Sure you could wrap a few things in a class or two but there's no compelling architectural justification and attepmts to wrap OpenGL in a trivial namespace class and call it OO are horribly naive and misguided.
Re:Thank tha lor' !!! (Score:2, Insightful)
Re:Why no comparison with D3D? (Score:3, Insightful)
Programming anything graphic-related on the PS2 is equally as arduous, but the system is the most successful in the world. Programming simplicity does not a success make (look at Java). I think you're letting your love for Open standards blind you from the fact that D3D is flat-out the winner, technology-wise.
Re:Why no comparison with D3D? (Score:2, Insightful)
I think the reason many people here are so fond of OpenGL is strictly because it's non-Microsoft and nothing more.
Re:Why no comparison with D3D? (Score:3, Insightful)
OpenInventor, for example, was great, and it included things to easily open a window and get to work right away. In other words, it's a lot like Unix - it might seem more difficult because it's more flexible, and if you've written your own scene graph library, upgrading to the next OpenGL won't break it, unlike a lot of previous DX upgrades.
Re:Why no comparison with D3D? (Score:2, Insightful)
I'm talking about tech that D3D has and OpenGL is catching up to. Developers were using pixel shaders right out of the gate on Xbox. A lot of what's native to DirectX is (like you said) grafted onto OpenGL.
The point of a true "graphics library" is to give programmers as many high-level choices for manipulating graphics as possible. Cross-platform compatibility shouldn't be a goal. That should be handled by another layer entirely.
Also, if you're going to compare "winners", Avalon for Windows Longhorn is likely going to be installed on some 10s of millions (if not over 100 million) machines. If you don't start learning (and liking) DX now, you're going to be left behind.
Reading OpenGL tutorials is such a harsh reminder (Score:2, Insightful)
Fuck I'm just totally lost staring at openGL code
Anyone else feel inadquate ?
Love,
Zaq
P.S. I noticed the tutorial was using
Re:Why no comparison with D3D? (Score:5, Insightful)
You don't cite a reference w.r.t OpenGL & Carmack, it is clearly FUD. The only dissatisfaction I've seen from Carmack was in the Cg vs glslang hardware abstraction, I won't explain it, it's too technical for you but basically Carmack was advocating the futureproof open aproach and in some respects he got his way, however Doom3 calls ARBfp and ARBvp shaders anyway.
Carmack has never waivered from his OpenGL support and the only issue he's taken a public stand on in the API was as I said, shaders where he expressed a dislike for Cg and Cg is very similar to HLSL in D3D so Carmack was taking a stand against a shader approach that is used in D3D.
OpenGL has been around longer than D3D, is a lot cleaner in design, it has a clear unambiguius specification and has conformance tests to ensure quality of implementation. OpenGL is also portable to non-Windows platforms. All of these are excellent reasons to use OpenGl that have nothing to do with being non-Microsoft.
OpenGL will win at the end. (Score:5, Insightful)
Re:Versus DX successor (Score:2, Insightful)
Learn how to use 'you' and spell things correctly, you sack of shit.
Three Short Plays about Boot CDs (Score:4, Insightful)
Look, here's an example of something you CAN'T do with a boot disk game:
Bob: "Hey, Joe, let's play some Return to Castle Wolfenstein."
Joe: "Cool. Wanna do the voicecomm?"
Bob: "Sure. Let's use Roger Wilco, my IP's 127.0.0.1"
Joe: "Rock, see you there."
(Or whatever those wacky kids are using these days for voicecomm in games.)
Here's another little skit:
Joe: "I just bought a new ATIVidia SuperCard that has 20 times the performance of older cards!"
Bob: "Awesome! Boot up 'Super Linux Brothers' and let's see how it runs!"
Joe inserts Linux CD that boots into game.
Joe: "Screen's just black."
Bob: "Shit, must be missing the driver..."
Joe: "How the hell do you put a driver on a already-burnt CD?!? This game sucks!"
And here's a third:
Joe: "Here, try my copy of 'Super Linux Brothers.'"
Bob: "Ok."
Bob runs game.
Bob: "These controls are really awkward."
Joe: "I know, it took me like three hours to get controls I liked... just use my control set."
Bob: "Where is it?"
Joe: "Shit, it's saved on my HD at home! I forgot to bring it! Goddamned."
I hope I've demonstrated that having a boot disk for a game is a BAD idea, and why nobody will buy a game distributed that way. There's a reason we haven't done that since the 80s, you know.
Re:Great! (Score:2, Insightful)
There are perhaps some other fairly minor differences as well, but by and large, I'd expect that for those cards that already supported those extensions, it's just a matter of the vendors updating the drivers.
IIRC, there have also been draft versions of the 2.0 spec for a while, or at least the various major pieces. And seeing as how all of the major hardware vendors have representatives on the ARB, none of the final 2.0 spec should be coming as a suprise to any of them.
Re:Massive linux gamers market? (Score:1, Insightful)
Those guys , aka apple guys buy software unlike PC ones who pirate...
Re:Why no comparison with D3D? (Score:3, Insightful)
Re:Three Short Plays about Boot CDs (Score:1, Insightful)
Like config files, drivers and savegames.
Well, you can save on hd, floppy or usb thing.
I'd say the disadvantage is that it need to boot the whole os each time you wanna play the game, and that probably some hardawre wouldnt be detected.
Also, game makers dont wanna be responsible of updating or compiling drivers.