Ehlo Philip

> here is one that is not currently a reason, but will likely be one in the future.
>
> in the future as J3D adds shader support, that is going to be easier on D3D since 
>D3D shader versions for pixel shaders work across IHV hardware offerings; as in ps 
>1.1 will work on both gF3 and R8500.
>
> Compare that to the current state of OGL pixel shader extensions which are 
>incompatible across IHV hardware offerings.
No offence here (I know you're from Microsoft), your statement is of
course right at the moment, but isn't it so that DX is just implementing
the things Nvidia wants in their next version of Geforce-line
instead setting a real overall vendor-independent standard? (If you look
at DX8 shader and compare them to nvidia shader-extension in OGL the
difference isn't very big)
Shader-Programming in DX and in OGL with vendor extensions is
a real pain and I don't see a significant change in DX8.1 or 9 for this.
(I hope I'm wrong here). So OGL 2.0 really is to set new grounds.

And as Java3D 1.4 lies at least now 2 years in the future.

EOF,
 J.D.

--
Realtime Raytracer in JAVA
http://www.antiflash.net/raytrace

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