Joachim Diepstraten wrote:

> Well 3dlabs needs OpenGL2.0 for their cards otherwise no one will
> jump on them.

Not really. 3DLabs have traditionally sold to the high-end market. They
really haven't cared less about the gamers and probably still don't -
although the new Creative Labs ownership may change that somewhat. For
the game market, most programmers are using DX, not OpenGL. Since DX has
software emulation modes for the shaders it really doesn't matter
whether OpenGL 2.0 is available or not. From what we can gather, MS is
very actively pursuing compatibility between DX and OpenGL in the
high-level shader language used by both specs (ie, to the point of being
completely transparent). I know that Phil Taylor is floating around on
this list here maybe he can put a definite word in on this.

>>Not likely. OGL 2.0 is a long way off yet. They still have to do Java
>>bindings for it and all the subsetting/profiling features they want to
>
>
> Haeh? Why is that a requirement? I don't get it, can you please put more
> light on this?

There are two major factors. One of their interest (3DLabs and other
vendors) is the mobile devices. I have heard from multiple sources now
that pretty much all the major mobile phone makers will have hardware 3D
accelaration on phones by the start of 2004.

At the other end of the spectrum, phone makers are unequivocally saying
"the only way you will provide executable content on our phone is with
Java". I first heard this well over 18 months ago and that statement is
still continuing (we had someone from Symbian at the web3d fest last
week). If someone wants to provide an application that runs 3D graphics
on the phone, it will be written in Java - hence JSR 184 showing up.

Now, the OpenGL folks want to nab that market. They were going all
wishy-washy about it and just sort of paying lip service to the "we'll
provide Java bindings". That became a non-option as of last week. They
hadn't been paying too much attention to the whole market place and what
everyone wants and needs. They are now much more enlightened. There is a
window of oppourtunity of about 6 months to get this process going and
moving at considerable velocity otherwise all the OpenGL folks are going
to fall in a screaming heap (ie the chip manufacturers are betting on
having OpenGL support so that they can sell chips to the phone makers).

> That's something new I hear, but it's interesting who makes these
> requirements? I know SUN/IBM are part of the OpenGL comunity but are they
> so important?

Yes and no. For the JSR process, yes they are. For the OpenGL process,
they are barely consequential - SGI still basically holds the reigns
there. You can't call something OpenGL without their blessing. Sun don't
want to bless something they didn't develop through the JSR process. You
see the political problem here?

Anyway, we're still sorting through a few of the issues now. Rest
assured that we're (yumetech and a couple of other companies) are wedged
right in the middle of the chess game right now and it's not exactly the
most fun place to be. The light is at the end of the tunnel and we have
confirmed it is not an oncoming train, but rather real (radiosity
rendered) sunlight. Formal OpenGL Java bindings are coming. It's not If
but When. When will be some time before Siggraph at least with the
formalised work starting. If I have anything to do with the outcome of
that process, things will be happening rather quickly from that point
onwards.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
-------------------------------------------------------------------
"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
                                               - Greg Bear, Slant
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