On Jan 26, 12:12 am, Zack Buhman <[email protected]> wrote: > Wasn't the whole idea of OpenGL 2 and 3 to make more complex effects > simpler? I believe 3.0 more or less just to revise and clean the API > once again without adding to many new features, am I correct?
They added few (if any) features, and removed a ton of old features. I don't think the point of OpenGL 3 is to make anything simpler, well, not simpler for the application developer in any case. It certainly is a going to be a lot simpler to write drivers for it. As I see it, the "perfect" opengl 3 application from the point of view of khronos is one that generates all its drawing data once, and then never updates or changes anything, also, you shall do it in the most inflexible fashion humanly imaginable (since you already "agreed" that you're doing their idea of a perfect application, right?). The sad reality is that there's is an insatiable drive to do more and more things completely dynamic, an application model largely ignored by OpenGL 3. To date Geometry shaders are still slow as a hog, true instancing is still no bit faster then pseudo instancing, and archieving complex rendering effects has at best become a lot faster, not any simpler. It's *why* we'll eventually go back to software renderers that mesh well with the application that will use them, and why it's the end of the road for GPU accelerated graphics (and OpenGL/Direct3d for that matter). OpenCL FTW. -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
