It seems silly since the 3 series was preached to be the next generation of
opengl;  and yet 4.0 was published before really any widespread vendor
support for 3 ever happened...

But, the press release didn't say anything about depreciating all of the
changes brought about in 3;  so it seems 4.0 is to 3.x as what 2.x was to
1.x.  Rather than make 1.5, 2.0 was published because vertex and fragment
shader programs bring some fairly profound changes to the nature of the
graphics you're rendering (or at least, thats what the orange book says)...
so I see nothing wrong here.

To be honest, I'm really stoked about the api modernizing...

But I won't be able to play with any of it for quite a while D:
All I have is a desktop that supports 2.x, and a laptop that does 1.4 (and
2.x stuff really slowly in software);  and so thats what I'll be coding for
until I can get better hardware, and if the vendors decide its worth while
to support 4.0 (or even 3.x for that matter)... and make linux drivers.

So really, I guess all 4.0 and 3.x do for my right now is give me a warm
fuzzy feeling, to know that the world has the potential to be a better place
some day.  Some future version of opengl will be able to take full advantage
of modern hardware, and become the standard gaming 3d api again.  This will
also be the year which aids and cancer are cured, duke nukem forever is
published, flying cars are commonplace, we'll have a city on mars, George
Lucas will produce good starwars movies again (or die, so that the pain will
finally go away),  Charls Babbage will finally invent the analytic engine,
and it'll also be the year of the linux desktop.


On Fri, Mar 12, 2010 at 6:56 AM, Tristam MacDonald <[email protected]>wrote:

> On Fri, Mar 12, 2010 at 7:15 AM, Florian Bösch <[email protected]> wrote:
>
>> On Mar 11, 9:22 pm, Xavier Ho <[email protected]> wrote:
>> > Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration
>> with
>> > OpenGL 4.0Link:
>> http://www.opengl.org/news/permalink/khronos-unleashes-cutting-edge-c...
>> >
>> > Definitely an interest to many developers. I knew I woke up early for a
>> > reason!
>>
>> I'm a little wary at this point from further "upgrades" to opengl
>> (seeing as they do jack squat diddly to address application
>> programming problems).
>>
>> So far my reading of this basically is: Unless you use opengl 4.0, for
>> which there are neither drivers nor hardware support yet,  nor for a long
>> time
>
>
> There is hardware support, as OpenGL 4.0 is just the rolling in of some DX
> 11 features (i.e. tesselation, cube map arrays), plus some API cleanup
> (sampler objects, full multisample support). Drivers support should be quick
> too - all the proposed features are already present as extensions.
>
> you won't get the benefit of teselation shaders for
>> instance... or can we have that with extensions anyway?
>
>
> http://www.opengl.org/registry/specs/AMD/vertex_shader_tessellator.txt
>
> --
> Tristam MacDonald
> http://swiftcoder.wordpress.com/
>
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