Hi JS,

Supporting OpenGL 2 + OpenGL 3 first sounds fine to me. We should however keep 
in mind future plans when designing :)

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


Le Thu, 26 Feb 2009 15:19:57 +0100, Jean-Sébastien Guay 
<[email protected]> a écrit:

> Hi Sukender,
>
>> I was thinking that if OSG 3 would support these, then why not others (such 
>> as D3D)...
>
> OpenCL has an analogue API in Direct3D 11 which is called "compute
> shader". OpenCL is made to work with OpenGL (share resources, buffers,
> etc.) so as I understand it, you couldn't really use it with D3D.
>
> It's pretty much the same thing that happened for (graphical) shaders a
> while back. There were vendor-specific APIs at first (assembly, Cg, ...)
> and then there were ARB, GLSL and HLSL which are not vendor-specific but
> are graphics-API-specific (for OpenGL, for Direct3D). For GPGPU it's the
> same thing, NVIDIA has CUDA and ATI/AMD has Compute Abstraction Layer
> (CAL), and soon OpenGL will have OpenCL and Direct3D will have Compute
> Shader.
>
> Again an argument for the fact that both APIs are pretty much on the
> same footing, after all they're just exposing features of the GPUs, sure
> for some features one API will expose it faster than the other and
> inversely but by the time a feature is mature both APIs are equivalent
> in exposing it.
>
> About OpenCL:
>
> I think it will be (or should be, at least at the start) orthogonal to
> OpenGL in OSG. So I think our work in the near-to-mid term is mostly
> supporting OpenGL 2 + OpenGL 3. Later we might think of doing a
> completely raytracing-based back-end that uses OpenCL, but OpenCL is
> much more general than just raytracing, and I think exposing its
> functionality at a low level, for any use, will be more of a priority
> than building a rendering back-end for it into OSG.
>
> Sure, I'd like to try our simulators in a realtime raytracer, but I
> think that's not a priority and is still a while off... :-)
>
> J-S

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