Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-25 Thread Cory Riddell
Hi Ulrich-

Ulrich Hertlein wrote:
 On 25/3/09 1:07 AM, Paul Melis wrote:
 graphics performance was on very expensive Unix workstations. These
 days, the best performing graphics cards are for Windows and they are
 relatively inexpensive. I think that's why some CAD packages are
 dropping OpenGL support (Autodesk- I'm looking at you).
 Are they dropping OpenGL support for their 3D modeling packages as well
 (especially Maya)? Or just the autocad stuff?

 On the other end of the spectrum they (autodesk) have ported Lustre
 (one of their color grading products) to Linux and somehow I doubt
 they're using a D3D wrapper...


You know, this is what drives me crazy about Autodesk and their support
of D3D. They use HOOPS in lots (most?) of their products. In fact, Tech
Soft 3D (the maker of HOOPS) was spun out of Autodesk. HOOPS is renderer
agnostic and I know that it works as well with OpenGL as D3D (at least
on XP, Vista may be different) and is cross platform.

I suspect the reasons for not support OpenGL in some of their products
has to do with support costs and marketing agreements with Microsoft.
Probably mostly the latter...

Cory


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Guy

Hello,

 The only suggestion I can give in this matter is to compare performance
with tools that already support both OGL and DX.

 I hope I'm not a sinner mentioning OGRE. I'm not familiar with OGRE but
if someone knows that library as well as OSG, it is possible to build a
set of programs comparing different features between these libraries
when OGRE using OGL. Then it is possible to run all these OGRE programs,
now using DX on windows platform and this could give an assumption of
the performance improvement for OSG on windows platforms if using
OGL-DX mapping.

Guy.
 -


Hi Jan,

 Honestly, I think this will be counterproductive. It will only give
 companies an excuse to neglect OpenGL support further or to drop it
 completely (You can use the emulation!). The latter would be
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft 
platforms for obvious reasons, I don't see how this will affect other 
platforms at all. If some developer wants to do 3D on Linux, they have 
to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long 
and heated one as I recall) saying that there were two ways to improve 
the OSG experience on Windows platforms or for ATI/AMD hardware, where 
OpenGL drivers are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does 
not depend on us, i.e. we can ask but we have no control over the
result)

2. Create a technological solution, of which an OpenGL over Direct3D 
layer is one example.

Of course, it would be much preferable if vendors would, out of their 
own volition, improve OpenGL driver quality on Windows. However, since 
most games run on Direct3D, there is little incentive for them to do 
this. In most markets where OpenGL support is important, the software is

already cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is 
likely to get worse as developers who depend on OpenGL move to other 
platforms and stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the 
Direct3D driver quality is higher than the OpenGL driver quality on 
Windows (either in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it 
*well*, and since there are no enforced conformance tests, vendors can 
support it only partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there 
is a large pool of Direct3D applications on Windows, making OpenGL calls

go through Direct3D before getting to the video card driver might be one

way of doing that.

Of course, this is all theoretical, we can't know what the trade-offs 
are until we get a prototype running. And in any case, I'm just relaying

info I got, seeing as this discussion was raised before. If the majority

of people don't see the benefit, nothing will come of it and it'll just 
die, and we'll just go on as we have in the past.

J-S
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread J.P. Delport

Hi,

Jean-Sébastien Guay wrote:

Hi Jan,


Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.


Since the OpenGL over Direct3D layer will only work on Microsoft 
platforms for obvious reasons, I don't see how this will affect other 
platforms at all. If some developer wants to do 3D on Linux, they have 
to use OpenGL.


Basically, this is a follow-up to an earlier discussion (a rather long 
and heated one as I recall) saying that there were two ways to improve 
the OSG experience on Windows platforms or for ATI/AMD hardware, where 
OpenGL drivers are pretty bad compared to nVidia:


1. Demand better OpenGL support in drivers (which may be hard and does 
not depend on us, i.e. we can ask but we have no control over the result)


2. Create a technological solution, of which an OpenGL over Direct3D 
layer is one example.


Of course, it would be much preferable if vendors would, out of their 
own volition, improve OpenGL driver quality on Windows. However, since 
most games run on Direct3D, there is little incentive for them to do 
this. In most markets where OpenGL support is important, the software is 
already cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is 
likely to get worse as developers who depend on OpenGL move to other 
platforms and stop demanding good OpenGL driver quality.



I fail to see the benefits of such move - why to run OpenGL on top of
Direct3D? Is there *any* usable hardware that has only D3D drivers and
does not support OpenGL?


Perhaps not, but for most hardware which has Direct3D support, the 
Direct3D driver quality is higher than the OpenGL driver quality on 
Windows (either in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it 
*well*, and since there are no enforced conformance tests, vendors can 
support it only partly if they want...


Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there 
is a large pool of Direct3D applications on Windows, making OpenGL calls 
go through Direct3D before getting to the video card driver might be one 
way of doing that.


Of course, this is all theoretical, we can't know what the trade-offs 
are until we get a prototype running. And in any case, I'm just relaying 
info I got, seeing as this discussion was raised before. If the majority 
of people don't see the benefit, nothing will come of it and it'll just 
die, and we'll just go on as we have in the past.


What always bothers me is the whole multiple window, multiple context 
thing. Correct me if I'm wrong, but I've always thought DirectX caters 
more for the single fullscreen 3D window case (games?). Is this not why 
CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely 
the wrapper won't be able to fix this. For specific cases the wrapper 
might be OK.


jp




J-S




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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Cory Riddell
J.P. Delport wrote:
 What always bothers me is the whole multiple window, multiple context
 thing. Correct me if I'm wrong, but I've always thought DirectX caters
 more for the single fullscreen 3D window case (games?). Is this not
 why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
 nicely the wrapper won't be able to fix this. For specific cases the
 wrapper might be OK.

I don't believe multiple windows/contexts is a problem anymore (was it
ever?).

I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).

Cory


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread J.P. Delport

Hi,

Cory Riddell wrote:

J.P. Delport wrote:

What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
nicely the wrapper won't be able to fix this. For specific cases the
wrapper might be OK.


I don't believe multiple windows/contexts is a problem anymore (was it
ever?).


Must be my built-in OpenGL bias then :).



I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. 


I do remember a time (when PC workstations appeared) when cards touted 
OpenGL support on their boxes specifically for CAD apps.



I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).


:(



Cory


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Paul Melis

Cory Riddell wrote:

J.P. Delport wrote:
  

What always bothers me is the whole multiple window, multiple context
thing. Correct me if I'm wrong, but I've always thought DirectX caters
more for the single fullscreen 3D window case (games?). Is this not
why CAD apps favour OpenGL? If DX can't do multiple windows/contexts
nicely the wrapper won't be able to fix this. For specific cases the
wrapper might be OK.



I don't believe multiple windows/contexts is a problem anymore (was it
ever?).

I think CAD apps traditionally favored OpenGL simply because of their
history. Way back (when SGI was relevant), the only place to get decent
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).
  
Are they dropping OpenGL support for their 3D modeling packages as well 
(especially Maya)? Or just the autocad stuff?


Regards,
Paul
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Jean-Sébastien Guay

Hi J.P.,

What always bothers me is the whole multiple window, multiple context 
thing. Correct me if I'm wrong, but I've always thought DirectX caters 
more for the single fullscreen 3D window case (games?). Is this not why 
CAD apps favour OpenGL? If DX can't do multiple windows/contexts nicely 
the wrapper won't be able to fix this. For specific cases the wrapper 
might be OK.


I'm not sure that's accurate. For example, I think some 3D modeling apps 
use D3D for their 3D windows, without any problems. There are flags when 
creating a DC (device context) that specify whether it should be 
fullscreen or use an existing HWND as container. (although it's been a 
while since I've done D3D programming, this is only by memory)


J-S
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-24 Thread Ulrich Hertlein

On 25/3/09 1:07 AM, Paul Melis wrote:

graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).

Are they dropping OpenGL support for their 3D modeling packages as well
(especially Maya)? Or just the autocad stuff?


On the other end of the spectrum they (autodesk) have ported Lustre (one of their color 
grading products) to Linux and somehow I doubt they're using a D3D wrapper...


/ulrich
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[osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jean-Sébastien Guay

Hi all,

About the recent discussion about trying to make a wrapper around OpenGL 
that would forward calls to Direct3D, in a recent post I said I had 
found info about SciTech's GLDirect, which was open sourced and 
integrated into the Mesa code repository.


Well, recently Pat Wood (who is not a subscriber to this list but got 
wind of my searching) sent along this info. (see below for the full message)


I think the GLDirect code is pretty much dead in the Mesa code 
repository - it doesn't seem to be kept up to date and there are 
probably some improvements that could be made to make it perform better. 
I wonder if we could put together a working group of OSG users that 
could take over the code, get it to work and update it so it could at 
least give us an idea of what such a wrapper would look like and how it 
would perform on modern machines and graphics cards.


Is there any interest in such a working group? I've never done driver 
development myself (apart from a little thing that would control an ADC 
and stepper motor through the parallel port back in the DOS days) but 
I'd be happy to lend a hand if there's something I can help with. We'd 
need some more knowledgeable people if we want this to take off.


Thoughts?

J-S


- Forwarded message from Pat Wood pat.w...@efi.com -
Date: Mon, 16 Mar 2009 16:34:39 -0700
From: Pat Wood pat.w...@efi.com
Reply-To: Pat Wood pat.w...@efi.com
 Subject: Mesa and gldirect
  To: Jean-Sebastien Guay jean-sebastien.g...@cm-labs.com

I've been playing around with the gldirect5 version of mesa 
(essentially, the
code that SciTech released), which is integrated into mesa 6 (GL 1.1). 
I saw

the dx7/8/9 directories in Mesa 7.3 and am thinking of taking on the task of
updating the gldirect code to work with it (I believe the gldirect code 
hasn't

been updated for some time).  This code might be very useful, since a lot of
non-nVidia OpenGL implementations have lots of problems, are old 1.2 or 1.3
APIs, or just don't work.  In particular, we're using Ogre for one of our
products, and it doesn't play well with non-compliant GL implementations.

As for performance, it's about 2.5x slower than the native GL on my GeForce
8600GT, and almost the same speed as the native GL on my laptop with a 
Mobility
Radeon 9000.  Shaders are handled by translating GLSL to the DirectX 9 
shader

language HLSL.

If you have any other questions, feel free to email me.  I'm not a 
member on the

OpenSceneGraph Forum.

Pat

- End forwarded message -


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hello,

Jean-Sébastien Guay wrote:
 Hi all,
 
...

 Is there any interest in such a working group? I've never done driver
 development myself (apart from a little thing that would control an ADC
 and stepper motor through the parallel port back in the DOS days) but
 I'd be happy to lend a hand if there's something I can help with. We'd
 need some more knowledgeable people if we want this to take off.
 
 Thoughts?
 
 J-S

Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.

I fail to see the benefits of such move - why to run OpenGL on top of
Direct3D? Is there *any* usable hardware that has only D3D drivers and
does not support OpenGL? Not to mention that you will be chasing moving
targets - both D3D and the GPU APIs.

Regards,

Jan
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org

iD8DBQFJx9W/n11XseNj94gRAtrmAKDw755Bqbc45A0CLE1NhSBkYD25DgCfUI7N
UXR2Oy84tjBrjJKoquriWrU=
=T6gv
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Cory Riddell
Jan Ciger wrote:
 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL? Not to mention that you will be chasing moving
 targets - both D3D and the GPU APIs.

There are video cards with good D3D drivers and crappy OpenGL drivers. I
can see why it might be nice to have the option of sitting on top of
D3D. It's entirely possible that performance could be better going
through an optimized D3D driver rather than directly through a crappy
OpenGL driver.

I don't understand why putting another layer between OSG and the
hardware would result in having to chase GPU API's? Are you writing code
that goes around OpenGL?

Cory Riddell



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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Robert Osfield
Hi Jan, J-S et. al,

On Mon, Mar 23, 2009 at 6:32 PM, Jan Ciger jan.ci...@gmail.com wrote:

 Honestly, I think this will be counterproductive. It will only give
 companies an excuse to neglect OpenGL support further or to drop it
 completely (You can use the emulation!). The latter would be
 disastrous for all non-Microsoft platforms.


I do think this is a factor, our first interest should be in getting 1st
class support for OpenGL drivers across all hardware on all OS's.  Even if
there is a viable OpenGL - D3D wrapper we shouldn't rest on putting
pressure on the hardware vendors to write better drivers.


 I fail to see the benefits of such move - why to run OpenGL on top of
 Direct3D? Is there *any* usable hardware that has only D3D drivers and
 does not support OpenGL? Not to mention that you will be chasing moving
 targets - both D3D and the GPU APIs.


I see there are three reasons to investigate the OpenGL subset - D3D
mapping:

  1) Trying to convince a 3rd party company to put money into OpenGL driver
development is not easy,
  and if successful the results might well be patchy and take some time
to come in effect.  Having a
  OpenGL subset - D3D wrapper could help those that need a solution
right now.

  2) Porting to XBox + XBox 360, thereby making it possible to port OSG
applications to these consoles
  without major retooling of the OSG app or OSG itself.

  3) Takes the pressure off the OSG itself having to support D3D, so the
bulk of the OSG devs and
  community can remain focused on the OpenGL family of API's.

Big questions for us will be how pratical is to to take over maintenance of
GLDirect.  GLDirect being dormant right now suggests that it's not enough of
an itch to enough people to keep it alive.  Is it because GLDirect was never
good enough/badly architected? Is it because developers just caved in an
wrote to D3D directly?  Or is because developed just found that OpenGL
worked well enough anyway?It would be interesting finding out the
history and the dynamics of the library and it's code base so that those
thinking about contributing can avoid making the same mistakes.

At this stage I guess it would be worth a few hardy souls checking out the
code base and doing a test to see what GLDirect is capable of and the state
of the code base.  Quick checks like how much code is it, can it be easily
built would be worth doing as well.

One thing we can possible help out on the OSG side would be to consider
making a profile in OSG-3.0 that provides a subset of OpenGL that simplifies
the task of implementing and mataining GLDirect.  For instance if we have
seperate rendering backends (profiles) for OpenGL 1.x, OpenGL 2.x, OpenGL
3.x and OpenGL-ES, then a OpenGL 1.x or OpenGL 2.x subset might be easy to
introduce.

Robert.
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jean-Sébastien Guay

Hi Jan,


Honestly, I think this will be counterproductive. It will only give
companies an excuse to neglect OpenGL support further or to drop it
completely (You can use the emulation!). The latter would be
disastrous for all non-Microsoft platforms.


Since the OpenGL over Direct3D layer will only work on Microsoft 
platforms for obvious reasons, I don't see how this will affect other 
platforms at all. If some developer wants to do 3D on Linux, they have 
to use OpenGL.


Basically, this is a follow-up to an earlier discussion (a rather long 
and heated one as I recall) saying that there were two ways to improve 
the OSG experience on Windows platforms or for ATI/AMD hardware, where 
OpenGL drivers are pretty bad compared to nVidia:


1. Demand better OpenGL support in drivers (which may be hard and does 
not depend on us, i.e. we can ask but we have no control over the result)


2. Create a technological solution, of which an OpenGL over Direct3D 
layer is one example.


Of course, it would be much preferable if vendors would, out of their 
own volition, improve OpenGL driver quality on Windows. However, since 
most games run on Direct3D, there is little incentive for them to do 
this. In most markets where OpenGL support is important, the software is 
already cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is 
likely to get worse as developers who depend on OpenGL move to other 
platforms and stop demanding good OpenGL driver quality.



I fail to see the benefits of such move - why to run OpenGL on top of
Direct3D? Is there *any* usable hardware that has only D3D drivers and
does not support OpenGL?


Perhaps not, but for most hardware which has Direct3D support, the 
Direct3D driver quality is higher than the OpenGL driver quality on 
Windows (either in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it 
*well*, and since there are no enforced conformance tests, vendors can 
support it only partly if they want...


Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there 
is a large pool of Direct3D applications on Windows, making OpenGL calls 
go through Direct3D before getting to the video card driver might be one 
way of doing that.


Of course, this is all theoretical, we can't know what the trade-offs 
are until we get a prototype running. And in any case, I'm just relaying 
info I got, seeing as this discussion was raised before. If the majority 
of people don't see the benefit, nothing will come of it and it'll just 
die, and we'll just go on as we have in the past.


J-S
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Paul Martz
There's a very simple answer to the ATI problem: don't buy ATI. Seriously,
their poor OpenGL support has been well-known for at least seven years, if
not longer. In light of this knowledge, why do people keep buying ATI cards
for OpenGL use? It just doesn't make any sense.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, March 23, 2009 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

Hi Jan,

 Honestly, I think this will be counterproductive. It will only give 
 companies an excuse to neglect OpenGL support further or to drop it 
 completely (You can use the emulation!). The latter would be 
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft platforms
for obvious reasons, I don't see how this will affect other platforms at
all. If some developer wants to do 3D on Linux, they have to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long and
heated one as I recall) saying that there were two ways to improve the OSG
experience on Windows platforms or for ATI/AMD hardware, where OpenGL
drivers are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does not
depend on us, i.e. we can ask but we have no control over the result)

2. Create a technological solution, of which an OpenGL over Direct3D layer
is one example.

Of course, it would be much preferable if vendors would, out of their own
volition, improve OpenGL driver quality on Windows. However, since most
games run on Direct3D, there is little incentive for them to do this. In
most markets where OpenGL support is important, the software is already
cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is
likely to get worse as developers who depend on OpenGL move to other
platforms and stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of 
 Direct3D? Is there *any* usable hardware that has only D3D drivers and 
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the Direct3D
driver quality is higher than the OpenGL driver quality on Windows (either
in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it *well*,
and since there are no enforced conformance tests, vendors can support it
only partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on
Windows, independent of what vendor made the graphics card. Since there is a
large pool of Direct3D applications on Windows, making OpenGL calls go
through Direct3D before getting to the video card driver might be one way of
doing that.

Of course, this is all theoretical, we can't know what the trade-offs are
until we get a prototype running. And in any case, I'm just relaying info I
got, seeing as this discussion was raised before. If the majority of people
don't see the benefit, nothing will come of it and it'll just die, and we'll
just go on as we have in the past.

J-S
-- 
__
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http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Cory Riddell wrote:
 There are video cards with good D3D drivers and crappy OpenGL drivers. I
 can see why it might be nice to have the option of sitting on top of
 D3D. It's entirely possible that performance could be better going
 through an optimized D3D driver rather than directly through a crappy
 OpenGL driver.

I think it would be better to put pressure on the vendor to fix their
driver instead of removing the only incentive for them to do so.

 
 I don't understand why putting another layer between OSG and the
 hardware would result in having to chase GPU API's? Are you writing code
 that goes around OpenGL?

No, but you will chase changing DirectX APIs. And those are not
standardized and changing whenever Microsoft feels like it. So your
driver will by necessity lag behind whatever the vendors and Microsoft
will provide.

Jan


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Dorosky, Christopher G
In situations where your customer has bought hardware for another primary use 
(try tens of thousands of laptops), ATI or even Intel wins out over Nvidia on 
cost it seems.
Then we are stuck with integrated graphics, and poor drivers.

Where the developer has a choice of hardware, just saying no to ATI makes sense.
When your hardware is dictated, you have to do whatever you can.

I have never used Direct3D/DirectX and don't know a thing about it. Maybe we 
are on the losing end of this battle.

Chris 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, March 23, 2009 3:48 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

There's a very simple answer to the ATI problem: don't buy ATI. Seriously, 
their poor OpenGL support has been well-known for at least seven years, if not 
longer. In light of this knowledge, why do people keep buying ATI cards for 
OpenGL use? It just doesn't make any sense.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien 
Guay
Sent: Monday, March 23, 2009 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

Hi Jan,

 Honestly, I think this will be counterproductive. It will only give 
 companies an excuse to neglect OpenGL support further or to drop it 
 completely (You can use the emulation!). The latter would be 
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft platforms for 
obvious reasons, I don't see how this will affect other platforms at all. If 
some developer wants to do 3D on Linux, they have to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long and 
heated one as I recall) saying that there were two ways to improve the OSG 
experience on Windows platforms or for ATI/AMD hardware, where OpenGL drivers 
are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does not 
depend on us, i.e. we can ask but we have no control over the result)

2. Create a technological solution, of which an OpenGL over Direct3D layer is 
one example.

Of course, it would be much preferable if vendors would, out of their own 
volition, improve OpenGL driver quality on Windows. However, since most games 
run on Direct3D, there is little incentive for them to do this. In most markets 
where OpenGL support is important, the software is already cross-platform, and 
thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is likely 
to get worse as developers who depend on OpenGL move to other platforms and 
stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of 
 Direct3D? Is there *any* usable hardware that has only D3D drivers and 
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the Direct3D 
driver quality is higher than the OpenGL driver quality on Windows (either in 
speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it *well*, 
and since there are no enforced conformance tests, vendors can support it only 
partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on 
Windows, independent of what vendor made the graphics card. Since there is a 
large pool of Direct3D applications on Windows, making OpenGL calls go through 
Direct3D before getting to the video card driver might be one way of doing that.

Of course, this is all theoretical, we can't know what the trade-offs are until 
we get a prototype running. And in any case, I'm just relaying info I got, 
seeing as this discussion was raised before. If the majority of people don't 
see the benefit, nothing will come of it and it'll just die, and we'll just go 
on as we have in the past.

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/ 
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Jean-Sébastien Guay wrote:
 Hi Jan,
 
 Honestly, I think this will be counterproductive. It will only give
 companies an excuse to neglect OpenGL support further or to drop it
 completely (You can use the emulation!). The latter would be
 disastrous for all non-Microsoft platforms.
 
 Since the OpenGL over Direct3D layer will only work on Microsoft
 platforms for obvious reasons, I don't see how this will affect other
 platforms at all. If some developer wants to do 3D on Linux, they have
 to use OpenGL.

Exactly. But if you give an incentive to a vendor to drop that support
(you have emulated driver available! - very attractive from the costs
point of view), then the non-windows camp is screwed. Remember the thing
Microsoft tried to do for Vista? They tried to implement what you are
proposing - a limited version of OpenGL sitting on top of D3D.

Especially ATI would be only eager to drop OpenGL support if they didn't
have industry on their back. Making this job easier for them is going to
only cost us in the long term.

Or do you seriously think that they would keep OpenGL support on Linux
(a very niche platform for them) if they would be able to drop it for
Windows?

I think that this would only contribute to decline of OpenGL support in
general by the vendors, because even the majority market wouldn't need
decent drivers any more.

Regards,

Jan
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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Dorosky, Christopher G wrote:
 In situations where your customer has bought hardware for another
 primary use (try tens of thousands of laptops), ATI or even Intel
 wins out over Nvidia on cost it seems. Then we are stuck with
 integrated graphics, and poor drivers.
 
 Where the developer has a choice of hardware, just saying no to ATI
 makes sense. When your hardware is dictated, you have to do whatever
 you can.

 
 I have never used Direct3D/DirectX and don't know a thing about it.
 Maybe we are on the losing end of this battle.

Seriously, do you think that low-end ATI/Intel hw in those laptops will
work in a decent way even with D3D? The problem is the hw there, not the
drivers ... Integrated graphics simply doesn't work for 3D except for
very basic stuff and the driver will be the least of your problems. You
will be hard pressed to find any recent game running on integrated Intel
GPUs. And that is pure D3D, not a layer of emulation on top of it.

You do not go racing Formula 1 cars with a Trabant or Yugo ...

Regards,

Jan


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Re: [osg-users] [Fwd: Mesa and gldirect]

2009-03-23 Thread Paul Martz
Customers should not expect to run software on systems that the software
vendor did not recommend and certify.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dorosky,
Christopher G
Sent: Monday, March 23, 2009 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

In situations where your customer has bought hardware for another primary
use (try tens of thousands of laptops), ATI or even Intel wins out over
Nvidia on cost it seems.
Then we are stuck with integrated graphics, and poor drivers.

Where the developer has a choice of hardware, just saying no to ATI makes
sense.
When your hardware is dictated, you have to do whatever you can.

I have never used Direct3D/DirectX and don't know a thing about it. Maybe we
are on the losing end of this battle.

Chris 

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, March 23, 2009 3:48 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

There's a very simple answer to the ATI problem: don't buy ATI. Seriously,
their poor OpenGL support has been well-known for at least seven years, if
not longer. In light of this knowledge, why do people keep buying ATI cards
for OpenGL use? It just doesn't make any sense.

Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Sent: Monday, March 23, 2009 2:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [Fwd: Mesa and gldirect]

Hi Jan,

 Honestly, I think this will be counterproductive. It will only give 
 companies an excuse to neglect OpenGL support further or to drop it 
 completely (You can use the emulation!). The latter would be 
 disastrous for all non-Microsoft platforms.

Since the OpenGL over Direct3D layer will only work on Microsoft platforms
for obvious reasons, I don't see how this will affect other platforms at
all. If some developer wants to do 3D on Linux, they have to use OpenGL.

Basically, this is a follow-up to an earlier discussion (a rather long and
heated one as I recall) saying that there were two ways to improve the OSG
experience on Windows platforms or for ATI/AMD hardware, where OpenGL
drivers are pretty bad compared to nVidia:

1. Demand better OpenGL support in drivers (which may be hard and does not
depend on us, i.e. we can ask but we have no control over the result)

2. Create a technological solution, of which an OpenGL over Direct3D layer
is one example.

Of course, it would be much preferable if vendors would, out of their own
volition, improve OpenGL driver quality on Windows. However, since most
games run on Direct3D, there is little incentive for them to do this. In
most markets where OpenGL support is important, the software is already
cross-platform, and thus moving to Linux is less of an issue. 
This means that the situation with OpenGL driver quality on Windows is
likely to get worse as developers who depend on OpenGL move to other
platforms and stop demanding good OpenGL driver quality.

 I fail to see the benefits of such move - why to run OpenGL on top of 
 Direct3D? Is there *any* usable hardware that has only D3D drivers and 
 does not support OpenGL?

Perhaps not, but for most hardware which has Direct3D support, the Direct3D
driver quality is higher than the OpenGL driver quality on Windows (either
in speed, number of serious/show-stopper bugs, etc.). 
There's a big difference between supporting OpenGL and supporting it *well*,
and since there are no enforced conformance tests, vendors can support it
only partly if they want...

Basically, I'm trying to find a way so that OpenGL apps can run well on
Windows, independent of what vendor made the graphics card. Since there is a
large pool of Direct3D applications on Windows, making OpenGL calls go
through Direct3D before getting to the video card driver might be one way of
doing that.

Of course, this is all theoretical, we can't know what the trade-offs are
until we get a prototype running. And in any case, I'm just relaying info I
got, seeing as this discussion was raised before. If the majority of people
don't see the benefit, nothing will come of it and it'll just die, and we'll
just go on as we have in the past.

J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
 http://whitestar02.webhop.org/
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