Well this is way off I guess, but interesting anyway ;-)
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.

answering in the text:

On Thu, Mar 20, 2008 at 2:52 PM, Robert Osfield <[EMAIL PROTECTED]>
wrote:

> On Thu, Mar 20, 2008 at 1:35 PM, Raphael Sebbe <[EMAIL PROTECTED]>
> wrote:
> > thanks for answering. I understand your point regarding cross platform
> > complexity. However, I am pretty convinced that passing the context to
> > drawing functions makes sense these days, especially considering the
> many
> > contexts and threads running in parallel, and I don't get this as a
> vendor
> > lock-in strategy, although this can be a side-effect of course.
>
> Ahhh the Steve Job reality distortion field...
>
> The vendor lock-in comes from getting developers to start off on Apple
> then get them hooked on non portable API's, then come the day when you
> want to port to another platform you whole architecture is tied up
> around these non portable API's.   Porting to other platforms becomes
> a prohibitive task.


> Apple and Microsoft do it all the time.  Think how non standard all
> MS's and Apple's API's are.  They even making porting back to previous
> versions of their OS's hard.  MS's did 3D graphics with Direct3D
> rather than the industry standard OpenGL purely for lock-in and hey
> now Apple are tying to use OSX specific extensions to OpenGL that do
> the same thing.  MS and Apple offer sweeteners, make it easy to
> sudducced by their API's with slick and "plausable" marketing and
> before you know you're hooked and tied in.
>

Do you really think Apple introduce new extensions to lock-in developers?
My understanding is they do it when they need it, although I agree they
don't care about other vendors following it or not...


>
> The OSG is so portable because I and other resist such vendor lock-in,
>  any platform specifics are kept well encapsulated enabling the end
> users to easily move between platforms.  Portability is sweet for a
> project like the OSG not only because it gives freedom to end users,
> but also means that it's diverse development community can help each.
> Windows user writes and OpenGL extension that is portable, submits, I
> come it under Linux, then others under OSX, then Solaris, etc, the
> same works the other way.  All users get to benefit from each other.
>

Yes, and this is great. What I suggested was not to break compatibility but
to improve it on one platform.


>
> Extensions like Apple's don't benefit anyone except Apple users tied
> to the Apple platform.  Integrating it into the OSG or other
> applications/API's harm *all* other platforms because it takes
> developers resources away from things that benefit all platforms, it
> adds complexity so adds maintenance burden which further weighs down
> the whole product/project/community   To be successful as a software
> engineer you have to be vigilant about these issues, if you aren't you
> can get sucked in by the slick marketing and end up forgetting that
> you're developing software for the benefit of all your users, not to a
> particular vendor.
>


Definitely supporting multiple paradigms may take up some dev resources. And
I guess this is your role to decide whether to accept that or not.

For the second part, I have to disagree. It depends on your
project/business, and who your users are.

Raphael



>
> Robert.
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>
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