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."
Weird. (Score:4, Interesting)
Re:only through extensions... (Score:3, Interesting)
Neverwinter Nights 2 (Score:5, Interesting)
The game is still early enough in development that they could still switch from DX and not have much impact in the release date
Go, OpenGL ARB! (Score:4, Interesting)
Just different enough from existing GPU programming languages to be annoying, without any added functionality or ease of use!
No standard intermediate representation, requiring OpenGL drivers to contain full-blown compilers! Hello, latency!
OpenGL -- the best API and shading language a politics-laden commitee could design!
Seriously, if it weren't for Mr. Carmack, the dinosaur that is OpenGL would be deader than the dodo bird. Sad, as I spend half my day developing OpenGL apps, but true.
Point Sprites? (Score:1, Interesting)
From the "What's New" document:
Point Sprites
* Point sprites replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.
Point sprites were promoted from the ARB point sprite extension, with the further addition of the POINT SPRITE COORD ORIGIN parameter controlling the direction in which the t texture coordinate increases.
http://www.opengl.org/documentation/opengl_curren
Re:Neverwinter Nights 2 (Score:2, Interesting)
more tutorials? (Score:2, Interesting)
Re:Why no comparison with D3D? (Score:2, Interesting)
Open Inventor support many of the thoings I want, but still, it's not part of the specification. That means that on the enterprise customers machines that run FreeBSD, Solaris and Windows there is no truly portable way to run things.
Windows doesn't do OpenGL the way it should, i.e. up to date, but that is no excuse for things not beeing in a OpenGL standard specification.
If it was in the spec, more people would use OpenGL. Which is what we all want, right?
I have not done much work in D3D; I don't like many things in its design; but that doesn't matter as I talk about OpenGL on its own merits, not in relation to D3D. Which should put things in perspective.
Re:Now doom3 will take a bit longer (Score:2, Interesting)
Re:Reading OpenGL tutorials is such a harsh remind (Score:2, Interesting)
Also, a real good place to learn OpenGL is http://nehe.gamedev.net/ [gamedev.net]. It has tutorials that cover everything from drawing your first polygon to using pixel shaders. Also, most of their examples are available in a wide variety of programming languages and platform-specific code.
Official Specifications (Score:3, Interesting)
Here [opengl.org] is the official specifications of the OpenGL 2.0 in PDF format.