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/ > > -- > 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]<pyglet-users%[email protected]> > . > For more options, visit this group at > http://groups.google.com/group/pyglet-users?hl=en. > -- 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.
