On 8/10/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> someone wanted to know when will osg support opengl 3? yes i know the specs 
> aren't even finalized, but i want to give the guy an answer and not let him 
> pass in a forum with foul arguments against osg, especially not at heise.de. 
> ;)

There is no way I can given a specific time to support 3.0, since it's
not finalised nor any implementations available.  I can say that I'm a
committed supporter of OpenGL in general and the path the ARB are
taking to OpenGL 3.0, so I'm following developments closely with the
intention of supporting it.

There are some major technical issues to resolve w.r.t how we go about
integration.  In some ways a clean slate, OSG 3.0 mapping to OGL 3.0
would be ideal, with the both general hardware, OSG and OGL all
becoming ever more multi-threaded, and with new object models that
perhaps suit a different means of encapsulation at the scene graph
end.  With a clean slate OSG 3.0/OGL3.0 would be trim down the scene
graph substantially too.  Perhaps also an opportunity to improve the
scriptability of the scene graph too.

A clean slate approach is not good for existing users, not good for
getting out version of the OSG with OGL3.0 in a timely manner.  Right
now we need to support the latest OGL extensions, then look at how one
might integrate OGL3.0 features in a relative non intrusive way.  The
OSG has already coped surprisingly with evolution from OGL1.1 to
OGL2.1, so we can probably handle OGL3.0 too given a willingness to
refactor parts that need it.  Maintaining backwards compatibility with
older versions of OGL is what will complicate things, I see its part
of the OSG's role to hide this complexity of managing multiple OGL
versions so I'd like to see a graceful way of handling the new object
model.

Robert.
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