Hi Y'all

Having attended the SIGGRAPH OpenGL Bof  the first thing you have to realize
about OpenGL 3.0 is that it is NOT an extension to 2.x it's a very new beast
with some cross over but the changes to OGL3.0 are very very intrusive to
the way OSG or any Scenegraph works or even OpenGL program, and the
scenegraph that supports OGL3.0 will be a very different beast to what we
have today

OGL 3.0 is not backwards compatible with previous versions, 

>From what I have seen and what I understand, IMO the OSG version that will
embrace OGl3.0 will be a very new Scenegraph, the changes are simply too
many and fundamental to the way things currently work. If you we don't
approach this in a new clean slate way then we will spend most of our time,
going down the road of this is how it used to work and we will mimic that
and spend most of our time trying to replace OGL2x in OGL3.0

Once the spec is finalized hopefully shortly and folks get a read and start
to see what was talked about at the BOF and how fundamentally different
OpenGL 3.0 is it will be much clearer on why any Scenegraph that supports
Opengl3.0 will be different

Simple things like glbegin() and glEnd() are dead, no clients side array's
any more, only 2 draw Functions, many uniforms currently supported in
Shaders are gone, a new program stage placed between Vertex and Pixel
stages, many things made immutable

Basically we have a new language to learn 

You can see many of the bullet points ar
http://www.khronos.org/library/detail/siggraph_2007_opengl_birds_of_a_feathe
r_bof_presentation/


Just my 2 cents

__________________________________________________________
Gordon Tomlinson 

Email   : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM  : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com 

__________________________________________________________
"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
-Master Tambo Tetsura 


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, August 10, 2007 5:51 AM
To: [email protected]
Subject: Re: [osg-users] OpenGL 3 announced

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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