Hi Robert, hi all,

Well, so in that case I agree we should support OpenGL+ES+CL in OSG 3+.
About topics/actions you mentioned...

>     1) Campaign individually and as group publicly support of OpenGL
> and it's promote its benefits.
>     2) Publicly put pressure on the hardware vendors to better support
> OpenGL w.r.t driver quality and features.

I suggest we create a "Communication/advertising" section on the wiki. Here are 
some ideas to fill in the pages of this section:
- Articles on OpenGL and OSG (so that we link our personnal websites/blogs to 
them). Official OSG blog could have links and/or copies to/of them.
- Campains, logo and various advertising materials (ditto)
- Copy of letters we would have sent to to vendors + list of vendors to contact.
- Presentations
- etc.

And we may discuss as usual on the mailing list (or on a "osg-communication" 
specific list?).


>     3) Work with hardware vendors on a suite of unit tests that can
> test the range of OpenGL features.
>     4) Come up with compelling benchmarking suite that shows off OSG/OpenGL.

I have no strong ideas about this. Could we start by using current examples, 
and creating benchmark-examples?


>     5) Coordinating between us on best practices to sell OpenGL to
> skeptical clients.

This may go with 1+2 on the "advertising" section.


>     6) Investigate the possibility of using OpenGL subset -> Direct3D layer.

Yes. However, I guess such a layer would have much delay (between new features 
in APIs, and the reflection of such features in the layer)...


Should we start a thread about 1+2+5? May we use a tag (that Art would add to 
the forum), such as "[Com]" or "[Adv]"?
Any idea about precise subjects?
Any more ideas about things to put on the wiki?

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/



Le Thu, 26 Feb 2009 10:41:37 +0100, Robert Osfield <[email protected]> a 
écrit:

> Hi Sukender,
>
> On Thu, Feb 26, 2009 at 12:15 AM, Sukender <[email protected]> wrote:
>> Okay, so admitting we're dropping D3D...
>
> Well it's hard to drop something that you have picked up yet :-)
>
> In terms of making a D3D backend a goal, as mentioned in my earlier
> post this has some pros, and lots of cons/risks for the project.
> Given we are already talking about taking on a risk API refactoring
> over the next couple of years I'd suggest we should keep conservative
> and avoid taking on further extra risks/loads.
>
> If the API refactoring targeting API's already close to use goes well
> then one could consider taking further steps w.r.t rendering alternate
> back ends.   Waiting a year or two more will also see some wider
> market trends work themselves out, there is a chance that D3D will
> actually be less compelling even under Windows.  If we do a good job
> on helping the hardware vendors properly support OpenGL with robust
> and feature rich drivers then this will change the landscape as well.
>
> As an interim solution the OpenGL subset -> Direct3D is something that
> could be investigated independent of other OSG efforts in coping with
> new API's.  Such an approach could work with the existing OSG as well
> as future revs.  Such a solution might also buy us more time.
>
>>Will the problem be similar for OpenGL-ES/OpenCL (I mean raytracing and such 
>>for OpenCL)? This is not ironic: I don't know much about these. But I wonder 
>>if we would have the same "abstraction" problem with them. I was thinking 
>>that if OSG 3 would support these, then why not others (such as D3D)... 
>>However, if they're quite close to OpenGL, then yes, the situation is 
>>different. We thus could think about OSG not as "API agnostic", but as 
>>"Khronos API agnostic" or such.
>> Thoughts?
>
> The Khronos API's are all part of family which means language and
> concepts as well as API style, and end user culture all fit in well
> together.  This includes similarities in GLSL implementations, method
> naming, coordinate system conventions (for instance where 0,0 is on a
> viewport or a texture).  This should mark it easier to port/support to
> OpenGL ES, OpenGL 3.0, and OpenCL in addition to OpenGL 1.x + 2.x.
> This are the soft targets for us - being Khronos API agnostic would
> certainly be a smaller step than being abstracting totally from the
> HAL API.  Smaller steps are less risky, and in the case of OpenGL ES
> and OpenCL the benefits of opening out new platforms and new ways of
> working are very significant - far more significant than any D3D port
> would ever provide.  Less risk, greater benefits, pretty easy decision
> really :-)
>
> This doesn't mean we should look at trying to resolve some of the
> pressures to support D3D that some existing OSG are seeing.  For this
> I'd see a three pronged approach as being helpful :
>
>     1) Campaign individually and as group publicly support of OpenGL
> and it's promote its benefits.
>     2) Publicly put pressure on the hardware vendors to better support
> OpenGL w.r.t driver quality and features.
>     3) Work with hardware vendors on a suite of unit tests that can
> test the range of OpenGL features.
>     4) Come up with compelling benchmarking suite that shows off OSG/OpenGL.
>     5) Coordinating between us on best practices to sell OpenGL to
> skeptical clients.
>     6) Investigate the possibility of using OpenGL subset -> Direct3D layer.
>
> 1+2 are related, so it would be good to coordinate this, the carrot
> and stick.  Could we start up working group within this community to
> spear head this?  Is this effort works well then we'll get better
> quality drivers and the visibility of widespread support will help
> convince those won over my MS marketing that D3D is not necessary or
> compelling.
>
> 3+4 are also related - they are engineering responses to the ongoing
> problem of driver quality and getting the OSG used actively as a tool
> for testing and benchmarking.   Again a working group without the
> community could be formed to look at this.  Perhaps we might even be
> able to get funding from Khronos and other bodies to undertake some of
> this effort.
>
> 5 is just us talking really, but it's not a topic that we often chat
> about.  Perhaps putting up some pages on the wiki would help
> coordinate final conclusions.
>
> 6 is a quite different take, again it's an engineering solution.  A
> 3rd party lib to do this would be least work for us, ideally an open
> source one.  Does anyone know of something like this?
>
> So... over to your guys, volunteers, suggestions?
>
> Robert.
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to