On Thu, Mar 20, 2008 at 3:46 PM, Raphael Sebbe <[EMAIL PROTECTED]> wrote: > I think Apple works pretty well with standards and open-source generally. > And OpenGL is no exception. I even think that Apple supporting OpenGL is a > good thing for both OpenGL and Apple dev communities.
Like the way Apple support OpenGL under Quicktime only under Apple, but only DirectX under Quicktime under Windows.. Is this just a favour to MS? Why the allergy to supporting cross platform multi-media apps based on OpenGL??? Also like deprecating C api's over Objective C ones... Apple is great at creating a whole environment that its totally tied to just OSX. To me standards adopted by Apple are the ones that are adopted when its convenient means of bringing new developers in rather promoting true portability. In this OpenGL example we have a case of embracing OpenGL, then extending it in non standard and non portable ways. Its a one way process, making it easy to port to OSX, but far harder to port back out once you start adopting the platform specific extensions. One really does need a healthy scepticism when writing any software that is going to be successful. Successful software *wants* to live forever, successful software *begs* to be used by a wide range of users. With the twist and turns of the computer industry you need to be light footed, and not step in any boggy ground otherwise you're feet get stuck and you end up able to move, and unable to adapt to changing needs of hardware, software and users. If you want you software to be successful one of the skills is to looking for boggy ground, might my next step be such a step that in few weeks, months, years I might regret it? As for this particular extension, it really doesn't meet the criteria of potential gain for the effort and collateral damage it make. The collateral damage is added complexity, greater maintenance burden and heavier developer load. The potential gain? We'll these days we are hardly dispatch limited are we? There are very few OSG apps that will be dispatch limited, even less know that we can thread update and cull in parallel with draw dispatch. The likelyhood is you'd see no difference in performance for the vast majority of application, including on the Mac. Far better to spend you time optimizing bits of the OSG or come up with more efficient rendering algorithms/scene graph organizations. These are optimizations that can make real differences to bottlenecks that apps are likely to have and they can benefit all platforms, and all users. Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org