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savvos

macrumors regular
Original poster
Sep 8, 2007
182
3
Does anyone know what's happening with OpenGL 3.0? It was supposed to come out last fall, then it got delayed because Kronos wanted to rethink how it was going to be implemented, and now it seems like no one has heard anything since then.
 
Let's hope before then. They weren't planning to bring it up to par with DX10 until 2 releases after OpenGL 3.0 (3.2?) Maybe since they're taking so long, they'll add the stuff that was planned for 3.1 and 3.2 to 3.0.
 
Let's hope before then. They weren't planning to bring it up to par with DX10 until 2 releases after OpenGL 3.0 (3.2?) Maybe since they're taking so long, they'll add the stuff that was planned for 3.1 and 3.2 to 3.0.

OpenGL 2.1 is already pretty up to spec with DirectX 10. What features do you think are missing specifically?
 
My impression was that they weren't trying to bring the features of OpenGL up to par with DX10 as bring the ease of programming in it up to par with DX10.
 
My impression was that they weren't trying to bring the features of OpenGL up to par with DX10 as bring the ease of programming in it up to par with DX10.

I'd argue that OpenGL is an easier API to get to grips with but that is simple because I know C and not C++. I guess that comes down to opinion though.

In terms of features OpenGL 2.1 is already as good as DirectX 10 (in fact better as it is cross platform and works on Windows XP as well).
 
In terms of features OpenGL 2.1 is already as good as DirectX 10 (in fact better as it is cross platform and works on Windows XP as well).

I agree with you, but how to make game developers use the features of OpenGL "natively", and not develop for DirectX 10 and then somehow port the 3D grfx to OpenGL, and subsequently pay a performance penalty, and loose some of the extra cool stuff... :rolleyes:
 
I agree with you, but how to make game developers use the features of OpenGL "natively", and not develop for DirectX 10 and then somehow port the 3D grfx to OpenGL, and subsequently pay a performance penalty, and loose some of the extra cool stuff... :rolleyes:

The solution is delightfully simple: create a device that everyone wants to use...let's call it "iPhone" for now...then create development kit that every developer wants to use...let's call it "Apple iPhone SDK" for lack of better name...add a pinch of salt and VOILA! Native OpenGL used in games!!!!
 
The solution is delightfully simple: create a device that everyone wants to use...let's call it "iPhone" for now...then create development kit that every developer wants to use...let's call it "Apple iPhone SDK" for lack of better name...add a pinch of salt and VOILA! Native OpenGL used in games!!!!

The iPhone uses OpenGL ES which is different in a number of ways to the OpenGL used in Mac OS X and other operating systems. True, it would be easier to port than DirectX but it would require some work.
 
The solution is delightfully simple: create a device that everyone wants to use...let's call it "iPhone" for now...then create development kit that every developer wants to use...let's call it "Apple iPhone SDK" for lack of better name...add a pinch of salt and VOILA! Native OpenGL used in games!!!!

Or, even better, Apple finally releases their second attempt at a dedicated gaming box that uses OpenGL!

Or, even better, Apple picks up the ball on graphics cards! No more using old generation GPUs, Apple! Latest and greatest from now on please!

The Mac Pro should have a better selection of GPUs. It's good that AMD have released a 3870 for them, but hopefully this is just the start, and they continue to release Mac versions of their best cards. And we also need Crossfire in the Mac Pro!

OK, I'm done ranting. Even if it is my 1000th post :)
 
I wonder if OpenGL 3.0 is delayed because they are trying to work physics into it. It seems like all the graphics manufacturers are getting on the physics boat, so it makes sense and it would be way better to have one standard rather than Nvidia using PhysX, ATI Havok and Intel whatever proprietary standard they decide to come up with when Larabee is released.
 
I should point out that Blizzard is a member of Khronos.org and has been active in the OpenGL working group as well as the new "Khronos Compute" working group which relates to Apple's OpenCL proposal. TransGaming, the developers of Cider, are also part of the OpenGL working group.

OpenGL is not growing to have built-in physics - it is a 3D rendering API - but OpenCL could well allow one to construct GPU accelerated algorithms for all kinds of things including physics.

There will be a lot more info available about OpenGL 3.0 after SIGGRAPH 2008 (Aug.13th OpenGL BOF).
 
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