Re: [osg-users] OpenGL 3.1 at GDC

2009-04-01 Thread R Fritz
Robert Osfield, Paul Martz, Shayne Tuller, thanks for your responses  
to a newbie question.


Randolph

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Robert Osfield
On Mon, Mar 30, 2009 at 6:03 AM, R Fritz rfr...@u.washington.edu wrote:

 I guess I'm not too surprised. There seems to be an overall lack of
 expertise in 3D graphics. Lots of people practice it without adequate
 training or education. Ever look at a GL capture of SketchUp? It's utter
 crap, glBegin/glEnd all the way.


 Would fixing the OpenGL problems of SketchUp improve its performance as a
 modeling tool?  That's its great strength, after all.  How would you make it
 work, if you were designing it?


I think that would depend upon how you qualify performance.  Replacing
glBegin/glEnd to using vertex arrays will improve framerates/allow for
larger models without impacting interactivity.  In terms of usability it
won't effect things save for being a bit more fluid and scalable.

There is the wider issue of if the can't write to OpenGL fast paths such as
vertex arrays that has been the mainstay of good OpenGL programming for the
last decade then there is likely to be a whole raft of other issues that a
bit of good 3D graphics knowhow could improve upon, this is when you might
see real usability/productivity gains.

This point about some software vendors knowing very little about 3D graphics
development but writing 3D graphics applications reminds me of the sermons
that SGI, in their good years, used to give in their newsletters/papers/dev
conferences about writing efficient graphics applications, they really tried
hard with education.  You just know the frustration they had with software
vendors crucifing their loverly new hardware with crappy graphics apps.
Another thing that SGI used to do was promote the use of scene graphs to
solve this problem but moving software vendors up the food chain so they
could take advantage of all the know how and avoid the pitfalls.

This is where the OSG would come in these days :-)

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:
  Another thing that SGI used to do
 was promote the use of scene graphs to solve this problem but moving
 software vendors up the food chain so they could take advantage of all
 the know how and avoid the pitfalls.
 
 This is where the OSG would come in these days :-)

Honestly, Robert, I am not that optimistic. More often than not the
reason why the crappy code is kept is the not invented here syndrome
(often tangled with obscure legal reasons and worries, especially about
OSS licensing) and  it works, why to replace it (implying costs)
mentality. Finally, when you have an application where the 3D is only a
bolted on add-on seen as a mainly marketing driven sales device and not
core functionality you get what you get. E.g. AutoCAD - most of the work
is actually done in 2D, essentially copying the work processes of good
old ruler and compass drafting, so improving the 3D is a very low
priority for them.

Finally, it doesn't help that good engineers who actually have a clue
about these things are scarce and expensive. There are plenty of
game-oriented curricula that teach students how to make pretty models
in Maya or Max or how to bang up a bit of code to draw their model, but
that's it. More in-depth study is lacking, because it is not attractive,
neither for the students (math, theoretical computer science needed) nor
for the universities. If you are paid for the number of students
graduating on time, you do not have much interest in teaching hard
topics where it is normal that not everyone will graduate. The result is
a severe curtailing of the teaching (my own experience as a university
teacher), letting you to really show only glBegin()/glEnd() as an easy
way to get the students started while explaining other topics
(transforms or lighting, for example) but no time to move to more
advanced things - vertex arrays, VBOs, shaders, etc. You can only warn
the students that the approach shown is very inefficient, but if
something is not shown in class (due to lack of time or whatever
reason), most of them will never go read up on it.

Unfortunately, this goes also for math and computer science teaching - I
had a hard discussion with a comp-sci master student recently. The
fellow was not happy to have to do a miniproject for exam. After
questioning why I discovered that the guy doesn't actually know how to
program (master comp-sci student!!!) and for him computer science is
not about programming. For math it is regular occurrence for me to find
students who are incapable of working with fractions, going even so far
as to say that my result cannot be correct, because they get always
decimals on their calculators! Also, I have encountered a computer
science master student during computer vision exam (different one than
above) who couldn't multiply matrices - saying that he never needed it
for anything. And these are regular occurrences at a technical
university, not once in a year flukes.

Are you still surprised at the quality of the code in commercial
applications? I am not.

Regards,

Jan


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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Jan Ciger
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Robert Osfield wrote:
 Hi Jan,
 
 I wasn't trying to suggest the OSG as the specific solution to the
 AutoCAD/Sketch3D graphics programming woes, but making a parallel
 between the role of scene graph that SGI used to promote as a solution
 to making better use of hardware, and the role that the OSG has today. 

Yes, I have understood that point. Unfortunately, I think that the issue
is much deeper than just using a higher level library that does the
heavy lifting for you. That was the point of my long rant.

 
 The wider issue of having poorly educated/informed engineers making it
 out into industry, well the best we can do is help make the OSG
 attractive as solution for schools and universities and hobbiests, as
 well as companies.

Well, I am doing my part - we are using OSG for both research and
teaching and it does make my life a lot easier. On the other hand, the
climate in the society needs to change first - I can be teaching
whatever I want, if we do not get higher enrollments and students
actually coming to study not because it is better than being unemployed
but because they are interested in the topic, the issues will not get
fixed. However, that is a long term problem, not something that can be
changed overnight.

Regards,

Jan
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Robert Osfield
Hi Jan,

I wasn't trying to suggest the OSG as the specific solution to the
AutoCAD/Sketch3D graphics programming woes, but making a parallel between
the role of scene graph that SGI used to promote as a solution to making
better use of hardware, and the role that the OSG has today.

Although we don't get promoted buy the hardware vendors in this role, save
for being part of the OpenGL SDK.

The wider issue of having poorly educated/informed engineers making it out
into industry, well the best we can do is help make the OSG attractive as
solution for schools and universities and hobbiests, as well as companies.

Robert.

On Mon, Mar 30, 2009 at 10:25 AM, Jan Ciger jan.ci...@gmail.com wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1

 Robert Osfield wrote:
   Another thing that SGI used to do
  was promote the use of scene graphs to solve this problem but moving
  software vendors up the food chain so they could take advantage of all
  the know how and avoid the pitfalls.
 
  This is where the OSG would come in these days :-)

 Honestly, Robert, I am not that optimistic. More often than not the
 reason why the crappy code is kept is the not invented here syndrome
 (often tangled with obscure legal reasons and worries, especially about
 OSS licensing) and  it works, why to replace it (implying costs)
 mentality. Finally, when you have an application where the 3D is only a
 bolted on add-on seen as a mainly marketing driven sales device and not
 core functionality you get what you get. E.g. AutoCAD - most of the work
 is actually done in 2D, essentially copying the work processes of good
 old ruler and compass drafting, so improving the 3D is a very low
 priority for them.

 Finally, it doesn't help that good engineers who actually have a clue
 about these things are scarce and expensive. There are plenty of
 game-oriented curricula that teach students how to make pretty models
 in Maya or Max or how to bang up a bit of code to draw their model, but
 that's it. More in-depth study is lacking, because it is not attractive,
 neither for the students (math, theoretical computer science needed) nor
 for the universities. If you are paid for the number of students
 graduating on time, you do not have much interest in teaching hard
 topics where it is normal that not everyone will graduate. The result is
 a severe curtailing of the teaching (my own experience as a university
 teacher), letting you to really show only glBegin()/glEnd() as an easy
 way to get the students started while explaining other topics
 (transforms or lighting, for example) but no time to move to more
 advanced things - vertex arrays, VBOs, shaders, etc. You can only warn
 the students that the approach shown is very inefficient, but if
 something is not shown in class (due to lack of time or whatever
 reason), most of them will never go read up on it.

 Unfortunately, this goes also for math and computer science teaching - I
 had a hard discussion with a comp-sci master student recently. The
 fellow was not happy to have to do a miniproject for exam. After
 questioning why I discovered that the guy doesn't actually know how to
 program (master comp-sci student!!!) and for him computer science is
 not about programming. For math it is regular occurrence for me to find
 students who are incapable of working with fractions, going even so far
 as to say that my result cannot be correct, because they get always
 decimals on their calculators! Also, I have encountered a computer
 science master student during computer vision exam (different one than
 above) who couldn't multiply matrices - saying that he never needed it
 for anything. And these are regular occurrences at a technical
 university, not once in a year flukes.

 Are you still surprised at the quality of the code in commercial
 applications? I am not.

 Regards,

 Jan


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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread R Fritz

On Mar 30, 2009, at 1:07 AM, Robert Osfield wrote:

On Mon, Mar 30, 2009 at 6:03 AM, R Fritz rfr...@u.washington.edu  
wrote:

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without  
adequate
training or education. Ever look at a GL capture of SketchUp? It's  
utter

crap, glBegin/glEnd all the way.


Would fixing the OpenGL problems of SketchUp improve its  
performance as a modeling tool?  That's its great strength, after  
all.  How would you make it work, if you were designing it?


I think that would depend upon how you qualify performance.   
Replacing glBegin/glEnd to using vertex arrays will improve  
framerates/allow for larger models without impacting interactivity.   
In terms of usability it won't effect things save for being a bit  
more fluid and scalable.


That would be a substantial improvement for more complex models and  
walkthrough--it is no fun to wait for your software to catch up with  
your mouse.  If it can be done without affecting the model editing  
capabilities of the program, I'd say it would be worth the trouble for  
Google to undertake.


BTW, AutoCAD is not primarily a 3-D program.  The Autodesk programs to  
critique would be Revit, 3D Studio, and Maya.


There is the wider issue of if the can't write to OpenGL fast paths  
such as vertex arrays that has been the mainstay of good OpenGL  
programming for the last decade then there is likely to be a whole  
raft of other issues that a bit of good 3D graphics knowhow could  
improve upon, this is when you might see real usability/productivity  
gains.


Please, would you offer references?  Or at least code to study?  (If  
you say just study OSG, OK.)



This is where the OSG would come in these days :-)


If OSG can be used to do better graphics on less expensive systems,  
that would be a strong selling point.


Randolph Fritz
  design machine group
  architecture department
  university of washington
rfr...@u.washington.edu

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Robert Osfield
Hi Ralf,

On Mon, Mar 30, 2009 at 5:08 PM, R Fritz rfr...@u.washington.edu wrote:

 That would be a substantial improvement for more complex models and
 walkthrough--it is no fun to wait for your software to catch up with your
 mouse.  If it can be done without affecting the model editing capabilities
 of the program, I'd say it would be worth the trouble for Google to
 undertake.

 BTW, AutoCAD is not primarily a 3-D program.  The Autodesk programs to
 critique would be Revit, 3D Studio, and Maya.

  There is the wider issue of if the can't write to OpenGL fast paths such
 as vertex arrays that has been the mainstay of good OpenGL programming for
 the last decade then there is likely to be a whole raft of other issues that
 a bit of good 3D graphics knowhow could improve upon, this is when you might
 see real usability/productivity gains.


 Please, would you offer references?  Or at least code to study?  (If you
 say just study OSG, OK.)


I have enough OSG work on my plate without coding stuff outside of OSG, so
I'd have to point to OSG examples or other OpenGL examples online.  Writing
efficient OpenGL applications is a quite well published topic so not one
that we should need to add to much too.  Perhaps just collating links to all
the various articels/papers on the topic would be a place to start.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Paul Martz
If the tool starts to act sluggish when rendering complex models, then
moving away from glBegin/glEnd to buffer objects would improve performance.
It would be unfortunate if someone were to use a poorly-written OpenGL or
OSG application and blame the poor performance on OpenGL and mistakenly
think that things would be better if the app had been written in D3D.
Uneducated programmers can code poorly performing apps using either API.

SketchUp really excels at very simple models on the order of a few hundred
triangles or less, so I suspect the performance bottleneck they have
designed into their application is probably not an issue for 99% of its
target audience and usage cases. Nonetheless, there's no excuse why the app
wasn't coded to at least use vertex arrays from the start, as they've been
commonly available since the early days of consumer 3D hardware, '96-'97.

As an aside, I understand @ Last Software (now the Google SketchUp division)
was started by a former AutoCAD employee.

(A note about performance tuning... I recall tinkering with the terrain
rendering code at my former employer, which used glBegin/glEnd to render the
terrain triangles. As a test to see how much of a performance hit this might
be causing, I commented out the rendering code altogether, recompiled, and
benchmarked it. I only saw about a 10% improvement. Obviously the
application's bottlenecks were elsewhere, and spending time converting this
to use buffer objects wouldn't help. Perhaps Google has done the same
analysis with SketchUp and came to the same conclusion.)

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 R Fritz
Sent: Sunday, March 29, 2009 11:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

 I guess I'm not too surprised. There seems to be an overall lack of 
 expertise in 3D graphics. Lots of people practice it without adequate 
 training or education. Ever look at a GL capture of SketchUp? It's 
 utter crap, glBegin/glEnd all the way.

Would fixing the OpenGL problems of SketchUp improve its performance as a
modeling tool?  That's its great strength, after all.  How would you make it
work, if you were designing it?

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-30 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Performance can be affected by being load/store bound and/or floating point
bound. Tools like VTune are really helpful in determining hot spots in the
code for stuff running on the CPU. I don't know if they have something
similar for GPUs or not. 

In a former life, I wrote OpenGL driver code. We always optimized the heck
out of vertex arrays and left the Begin/End construct (the slow path) pretty
much alone. They both go through two totally different code paths. glBegin()
usually invoked a huge check and re-munge of the OpenGL state engine. Lots
of state changes with small primitives is not good for performance. The more
you can minimize the change of state in the driver, the better. 

With the advent of the new GPUs with all their capabilities, I'm sure the
drivers have undergone lots of changes so I don't know if this is still
true.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, March 30, 2009 12:59 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

If the tool starts to act sluggish when rendering complex models, then
moving away from glBegin/glEnd to buffer objects would improve performance.
It would be unfortunate if someone were to use a poorly-written OpenGL or
OSG application and blame the poor performance on OpenGL and mistakenly
think that things would be better if the app had been written in D3D.
Uneducated programmers can code poorly performing apps using either API.

SketchUp really excels at very simple models on the order of a few hundred
triangles or less, so I suspect the performance bottleneck they have
designed into their application is probably not an issue for 99% of its
target audience and usage cases. Nonetheless, there's no excuse why the app
wasn't coded to at least use vertex arrays from the start, as they've been
commonly available since the early days of consumer 3D hardware, '96-'97.

As an aside, I understand @ Last Software (now the Google SketchUp division)
was started by a former AutoCAD employee.

(A note about performance tuning... I recall tinkering with the terrain
rendering code at my former employer, which used glBegin/glEnd to render the
terrain triangles. As a test to see how much of a performance hit this might
be causing, I commented out the rendering code altogether, recompiled, and
benchmarked it. I only saw about a 10% improvement. Obviously the
application's bottlenecks were elsewhere, and spending time converting this
to use buffer objects wouldn't help. Perhaps Google has done the same
analysis with SketchUp and came to the same conclusion.)

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 R Fritz
Sent: Sunday, March 29, 2009 11:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

 I guess I'm not too surprised. There seems to be an overall lack of 
 expertise in 3D graphics. Lots of people practice it without adequate 
 training or education. Ever look at a GL capture of SketchUp? It's 
 utter crap, glBegin/glEnd all the way.

Would fixing the OpenGL problems of SketchUp improve its performance as a
modeling tool?  That's its great strength, after all.  How would you make it
work, if you were designing it?

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread hanne...@gmx.at

Jan Ciger wrote:

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Hash: SHA1

hanne...@gmx.at wrote:


http://store.steampowered.com/hwsurvey Steam Hardware Survey

24,75% dx10 system, dx10 gpu and vista 27,28% dx10 gpu on xp
27,60% dx9 sm 2b  3.0 7,25 dx9 sm2 gpu 13,12 dx8 gpu and below


Self selective survey's can be of use for particular interest
groups, but rarely mean much outside the selective group.  The
above survey basically is 100% of who answer a suvery for a D3D
centric game/company had support for some version of D3D...

it is not a self survey, the figures are from user data collected via
 steam. so it is accurate for all the counter strike, half life and
so on gamers offered with steam to buy.


Except that you are quoting a target group that doesn't really care for
OpenGL - this was a survey of people who are buying games that support
only D3D, so they have D3D hw on platforms supporting D3D (i.e. Windows
only).

I fail to see the relevance of this to OpenGL.


it was about the gamers market as target group. they don't care about the name 
of the used api, they care about how does a game look and how good does it run 
on their hardware. which graphics hardware they use see here. 
http://store.steampowered.com/hwsurvey/videocard/

the developers care about how much does it cost to make the game. does opengl 
and osg lower time and cost to make games?

the relevance is, which advantages has opengl and osg for games. if there are no, than 
developers will stick with d3d or platform independent for windows, xbox 360 
and playstation 3 where no opengl is used.

if osg wants to address the game market it needs to have advantages and these 
have to be communicated.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread Robert Osfield
Hi Hannes,

On Sun, Mar 29, 2009 at 8:54 AM, hanne...@gmx.at hanne...@gmx.at wrote:

 the developers care about how much does it cost to make the game. does
 opengl and osg lower time and cost to make games?



I think that depends upon the game type and the platforms they are trying to
market too.  There are soft targets right now that are ideal for use of
OpenGL and the OSG would be high end such as immersive simulators (yes the
OSG is out their in some high game arcades ;-)  Any game that wants to
target multiple desktop patforms are also a soft target.

OpenGL ES itself has a huge appeal in the embedded space.  There is
preliminary port of the OSG of OpenGL ES, but until we have the core OSG
ready to handle OpenGL ES 1.x and 2.x we can't yet.


the relevance is, which advantages has opengl and osg for games. if there
 are no, than developers will stick with d3d or platform independent for
 windows, xbox 360 and playstation 3 where no opengl is used.


Playstation 3 is OpenGL ES + a few extras from NVidia w.r.t. shaders.  So
it's not quite OpenGL by close.

The biggest console Wii has a OpenGL like graphics API.

The new high end phones have OpenGL ES on them... so there is a gaming
market segment here as well albeit in it's infancy.

if osg wants to address the game market it needs to have advantages and
 these have to be communicated.


I don't think the OSG is ready for an all out marketing assult on the games
market.  There are soft targets that will be the easy sell - these are the
ones to court first, leave the hard core Windows centric games companies
till much later.  The desktop market share is changing with Windows loosing
market share (i.e. XP + Vista + Windows 7), and the alternatives are
gaining, so the desktop gaming landscape is becoming fragmented, and made
more fragmented if people want to target different graphics API's for each
platform (i..e DX9 for XP, DX10 to Vista + Windows 7, OpenGL for Linux +
OSX).  OpenGL can help hold back some the impact of this market
fragmentation.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
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Hi,

hanne...@gmx.at wrote:
 if osg wants to address the game market it needs to have advantages and
 these have to be communicated.


Hannes, I do not see anyone saying that the goal of OSG is to be a game
engine :( I think that is the main problem with your arguments. OSG
*can* be used within a game engine (e.g. Delta3D), but it is not its
main target.

Furthermore, game engines are a much more than a scenegraph (which is
what OSG is). It would be a very hard sell to convince someone like
Valve that they have to abandon all their DirectX-centric content
production pipeline just to use OSG. There is ton of other middleware
these companies use that is developed to work with DirectX and would
have to be either adapted or replaced with OpenGL enabled versions
(SpeedTree, Havoc ...)

Then add the issues of driver support and all that and unless you are
developing the game for both Mac and Windows that will need to be
actively supported for 4-5 years at least, OpenGL is simply a no-starter
there economically. It could be a more viable option for starting
studios which do not have an entrenched pipeline yet, but then we are
not talking Valve or EA anymore ..

Regards,

Jan
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread R Fritz
I don't think the OSG is ready for an all out marketing assult on  
the games market.  There are soft targets that will be the easy sell  
- these are the ones to court first, leave the hard core Windows  
centric games companies till much later.  The desktop market share  
is changing with Windows loosing market share (i.e. XP + Vista +  
Windows 7), and the alternatives are gaining, so the desktop gaming  
landscape is becoming fragmented, and made more fragmented if people  
want to target different graphics API's for each platform (i..e DX9  
for XP, DX10 to Vista + Windows 7, OpenGL for Linux + OSX).  OpenGL  
can help hold back some the impact of this market fragmentation.


Perhaps some gaming companies might be willing to offer OSG  
development grants, though?  It's to their advantage to keep the  
platform open.


Randolph

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread Paul Martz
 I think I can concur with this - I had the pleasure to work with AutoCAD
to get 
 some CAD models exported so that they can be visualized in OSG and the 3D 
 rendering they have in there is about the crappiest, slowest and most
user 
 unfriendly I have ever seen. Even Doom 1 in 1993 was working better than
what 
 they are selling as top-of-the-line feature now.

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without adequate
training or education. Ever look at a GL capture of SketchUp? It's utter
crap, glBegin/glEnd all the way. This is what passes for professional 3D
graphics these days. It's no wonder people are so uninformed about the facts
regarding 3D APIs.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-29 Thread R Fritz

I guess I'm not too surprised. There seems to be an overall lack of
expertise in 3D graphics. Lots of people practice it without adequate
training or education. Ever look at a GL capture of SketchUp? It's  
utter

crap, glBegin/glEnd all the way.


Would fixing the OpenGL problems of SketchUp improve its performance  
as a modeling tool?  That's its great strength, after all.  How would  
you make it work, if you were designing it?


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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-28 Thread Robert Osfield
Hi Hannes,

s perception that needs to be cracked first.



 http://www.engadget.com/2009/03/27/havok-and-amd-show-off-opencl-with-pretty-pretty-dresses/

 i think it is important to get the maximum out of the hardware, for example
 minimum 30 fps and all over 60fps goes into quality.
 it is about a showcase what osg can do in a game and how does it compare to
 others.
 http://www.gametrailers.com/

  http://store.steampowered.com/hwsurvey Steam Hardware Survey

 24,75% dx10 system, dx10 gpu and vista 27,28% dx10 gpu on xp 27,60%
 dx9 sm 2b  3.0 7,25 dx9 sm2 gpu 13,12 dx8 gpu and below



 Self selective survey's can be of use for particular interest groups,
 but rarely mean much outside the selective group.  The above survey
 basically is 100% of who answer a suvery for a D3D centric
 game/company had support for some version of D3D...


 it is not a self survey, the figures are from user data collected via
 steam. so it is accurate for all the counter strike, half life and so on
 gamers offered with steam to buy. i think these are the most exact figures
 about pc gamers and their hardware and os, public available. it shows a very
 interesting aspect of gaming, not all gamers have the newest hardware, a lot
 of people have slow one, be it old or mobile.



 http://www.solidsmack.com/solidworks-opengl-direct3d-gpu-comparison-cad/2008-09-01/

 Highlights of Autodesk Inventor OpenGL to DirectX Evolution from
 “Norbert” - Autodesk Inventor Graphics Team


Interesting link to the solidworks blog about OpenGL-Direct3D, in particular
the quotes from the Autodesk/Inventor develop/marketing.  Valid points are
that not al OpenGL drivers are great.  But the the inference that OpenGL
does wokr in 64bit... well that's buillshit.  The comment about off screen
rendering is also bullshit - kinda suggests that their OpenGL developers are
a bit incomptent if they can't use PBO's or Pbufferss.  OpenGL has been
working under 64bit way before Direct3D even first developed.  So.. perhaps
it's the drivers they are referrring too..   Also curiously no mention of
running on other platforms...  Finally the comment about OpenGL disabling
features in consumer hardware, this is true but they are very small part of
OpenGL, and ones that the Direct3D didn't even implement.

The disabling of small set of OpenGL features is a bit of sad case of
profittering from the ATI and NVidia, if they've decreased the number of
vendors using OpenGL and these must have features then they've rather shot
themselves in the foot, or at least shot their OpenGL division in the
foot.   Personally I don't use line smoothing or two side lighting too much
- does anybody here have issues with this?  Or is it just the internal
driver optimization for CAD that they are referring to?

The OpenGL driver quality is the key issue underneath all of this.  It's why
most of us end up recommending NVidia hardware over ATI or Intel.  Which
does kinda go against one of the main points of OpenGL - it's a hardware
abstraction layer that is meant to free you from being tied to a particular
hardware device.

On the OpenCL front it'd be good to get OSG + OpenCL integration out there
with demos.  Same goes for the test of the OSG - we don't really have any
full blown technology demos, just small little examples that are meant to
test and teach about very specific OSG/OpenGL features.  We do have 3rd
party applications and tools that might be used a bit more actively as
technology demonstrators.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-28 Thread hanne...@gmx.at

hi robert,

Robert Osfield wrote:


http://www.solidsmack.com/solidworks-opengl-direct3d-gpu-comparison-cad/2008-09-01/


Highlights of Autodesk Inventor OpenGL to DirectX Evolution from
“Norbert” - Autodesk Inventor Graphics Team



Interesting link to the solidworks blog about OpenGL-Direct3D, in particular
the quotes from the Autodesk/Inventor develop/marketing.  Valid points are
that not al OpenGL drivers are great.  But the the inference that OpenGL
does wokr in 64bit... well that's buillshit.  The comment about off screen
rendering is also bullshit - kinda suggests that their OpenGL developers are
a bit incomptent if they can't use PBO's or Pbufferss.  OpenGL has been
working under 64bit way before Direct3D even first developed.  So.. perhaps
it's the drivers they are referrring too..   Also curiously no mention of
running on other platforms...  Finally the comment about OpenGL disabling
features in consumer hardware, this is true but they are very small part of
OpenGL, and ones that the Direct3D didn't even implement.

The disabling of small set of OpenGL features is a bit of sad case of
profittering from the ATI and NVidia, if they've decreased the number of
vendors using OpenGL and these must have features then they've rather shot
themselves in the foot, or at least shot their OpenGL division in the
foot.   Personally I don't use line smoothing or two side lighting too much
- does anybody here have issues with this?  Or is it just the internal
driver optimization for CAD that they are referring to?

The OpenGL driver quality is the key issue underneath all of this.  It's why
most of us end up recommending NVidia hardware over ATI or Intel.  Which
does kinda go against one of the main points of OpenGL - it's a hardware
abstraction layer that is meant to free you from being tied to a particular
hardware device.


this really needs to be addressed, with an open letter for example or anything 
else. on one side amd/ati open and support the development of open source 
drivers and on the other side they cripple the usage of their hardware while 
using their closed source drivers. this i really don't understand...


On the OpenCL front it'd be good to get OSG + OpenCL integration out there
with demos.  Same goes for the test of the OSG - we don't really have any
full blown technology demos, just small little examples that are meant to
test and teach about very specific OSG/OpenGL features.  We do have 3rd
party applications and tools that might be used a bit more actively as
technology demonstrators.


and about opencl and the cloth physics as a showcase
http://www.engadget.com/2009/03/27/havok-and-amd-show-off-opencl-with-pretty-pretty-dresses/

there is more background info
http://www.bit-tech.net/news/hardware/2009/03/20/amd-to-demo-gpu-physics-at-gdc/1

and discussion with amd developer who did it
http://forum.beyond3d.com/showthread.php?t=53336

some quotes from
mhouston System Architect, AMD


Yes, we were running Havok cloth demos on multi-core CPU as well as
GPU via OpenCL, all with the same OpenCL code underneath the Havok
API. As was said above, there is no visible difference between the
OpenCL code on either the CPU or the GPU and Havok's native code. The
dancer dances off screen if you don't have the camera follow enabled,
but the camera follow has a bob to it that makes some people sick
after watching it for awhile.




We had a few demos we were cycling between. All OpenCL with no
specific AMD functions or native code. I'm still partial to the
Powdertoy demo and I have probably spend more time than I should
playing with it. All in the name of debugging and optimizations.

I really hope Andrew's talk (EA) gets posted soon (the slides should
all go up in not too long) as I think it's pretty cool that he was
able to extract the Ropa cloth code used in Skate, port to OpenCL,
and throw his code at AMD and Nvidia after developing on a different
platform, and have AMD showing multi-core CPU and GPU and Nvidia
showing GPU, side by side on alpha implementations. OpenCL is a real
thing and the implementations are getting there. This year is going
to be interesting and some of us are going to be very busy.




I speak only for myself on this one, not AMD. I think that GPU
physics cannot succeed unless there is a neutral way to run on
multiple platforms. (All of the physics engines run on the CPU, but
we need a way to target GPUs and other architectures as well) Basing
physics, and other middleware, on OpenCL, DX11, or another vendor
neutral standard seems like the best way forward IMO. OpenCL has the
potential advantage that multi-core CPUs, Cell, and other
architectures can be supported under the same system and code.
(Tuning will be different for each architecture, but getting
something up and running should work if we got conformance tests
right).

Coming up with a standard physics package is tricky because there
is a lot of religion in how the solvers are implemented, i.e. there
is no one solver 

Re: [osg-users] OpenGL 3.1 at GDC

2009-03-28 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

hanne...@gmx.at wrote:

 http://store.steampowered.com/hwsurvey Steam Hardware Survey
 
 24,75% dx10 system, dx10 gpu and vista 27,28% dx10 gpu on xp
 27,60% dx9 sm 2b  3.0 7,25 dx9 sm2 gpu 13,12 dx8 gpu and below
 
 
 Self selective survey's can be of use for particular interest
 groups, but rarely mean much outside the selective group.  The
 above survey basically is 100% of who answer a suvery for a D3D
 centric game/company had support for some version of D3D...
 
 it is not a self survey, the figures are from user data collected via
  steam. so it is accurate for all the counter strike, half life and
 so on gamers offered with steam to buy.

Except that you are quoting a target group that doesn't really care for
OpenGL - this was a survey of people who are buying games that support
only D3D, so they have D3D hw on platforms supporting D3D (i.e. Windows
only).

I fail to see the relevance of this to OpenGL.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-28 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Robert Osfield wrote:

 Interesting link to the solidworks blog about OpenGL-Direct3D, in 
 particular the quotes from the Autodesk/Inventor develop/marketing. 
 Valid points are that not al OpenGL drivers are great.  But the the 
 inference that OpenGL does wokr in 64bit... well that's buillshit.
 The comment about off screen rendering is also bullshit - kinda
 suggests that their OpenGL developers are a bit incomptent if they
 can't use PBO's or Pbufferss.  

I think I can concur with this - I had the pleasure to work with
AutoCAD to get some CAD models exported so that they can be visualized
in OSG and the 3D rendering they have in there is about the crappiest,
slowest and most user unfriendly I have ever seen. Even Doom 1 in 1993
was working better than what they are selling as top-of-the-line feature
now.

Also, do not forget that AutoDesk was always a DOS/Windows company, they
do not sell their software on anything else. I mean the original CAD
stuff, not things they bought elsewhere (Maya ...).

 
 The disabling of small set of OpenGL features is a bit of sad case of
  profittering from the ATI and NVidia, if they've decreased the
 number of vendors using OpenGL and these must have features then
 they've rather shot themselves in the foot, or at least shot their
 OpenGL division in the foot.   Personally I don't use line smoothing
 or two side lighting too much - does anybody here have issues with
 this?  Or is it just the internal driver optimization for CAD that
 they are referring to?

Also stereo with quadbuffer - that is a feature that CAD folks use too.

Regards,

Jan
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-27 Thread hanne...@gmx.at

Robert Osfield wrote:

Hi Hannes,

On Wed, Mar 25, 2009 at 10:30 AM, hanne...@gmx.at hanne...@gmx.at
wrote:


you just brought to me the insight why the game developers use d3d.
because they do not care if it runs in some years, they make the
money now. they see how much does the development of the game cost
and how many boxes can i sell in short time. so they choose the
most widespread platform, which is windows and use d3d which seems
easy for development and looks good.




I know where you are coming from bit I think it a bit off target, and
falls into a common repeat line of reasoning.  Direct3D is used under
Windows and XBox by games developers.  The games market is far bigger
than just Windows and XBox.  The Windows + XBox while being a big
player, it is far from the biggest market in the games industry, but
sometimes from online traffic it would seem that it's the only game
in town, this is just PR or ignorance though.   The biggest recent
games platforms have been PlayStation 2 and the more recently the
Wii, neither of which have D3D or OpenGL.  I believe Wii has a OpenGL
style graphis API.


it is not about absolute figures, it is about target audience. which one it is, is made 
by decision makers. as you see it right it is a combination of pr and 
ignorance. they do not care if it runs in 2 years, better it do not because next year 
they can sell a new version. what should they sell in the future if the customer buy now 
their perfect game with no need for improvements. it is about the next quarter figures 
for the stock market. the lower the cost now, the bigger the win and the higher the stock 
market and the higher the income of the managers.


result are games like crysis and so on. downside is as you said,
the different d3d versions do not run on any windows but the newest
opengl does. maybe an argument for game developers to bring the
best graphics to any windows with opengl and maybe with osg. ;)



For the next generation of games I think we have shout.  I think to 
successfully push the OSG to the games market one has to emphasis the

 portability and the wider market reach that it brings.  Getting the
message over about a wider market reach is easy to those who've
already climbed out of the Windows centric box, but for those who
just think Windows == 100% games market it's a harder sell.  It's
this perception that needs to be cracked first.


http://www.engadget.com/2009/03/27/havok-and-amd-show-off-opencl-with-pretty-pretty-dresses/

i think it is important to get the maximum out of the hardware, for example minimum 30 fps and all over 60fps goes into quality. 


it is about a showcase what osg can do in a game and how does it compare to 
others.
http://www.gametrailers.com/


http://store.steampowered.com/hwsurvey Steam Hardware Survey

24,75% dx10 system, dx10 gpu and vista 27,28% dx10 gpu on xp 27,60%
dx9 sm 2b  3.0 7,25 dx9 sm2 gpu 13,12 dx8 gpu and below



Self selective survey's can be of use for particular interest groups,
but rarely mean much outside the selective group.  The above survey
basically is 100% of who answer a suvery for a D3D centric
game/company had support for some version of D3D...


it is not a self survey, the figures are from user data collected via steam. so 
it is accurate for all the counter strike, half life and so on gamers offered 
with steam to buy. i think these are the most exact figures about pc gamers and 
their hardware and os, public available. it shows a very interesting aspect of 
gaming, not all gamers have the newest hardware, a lot of people have slow one, 
be it old or mobile.


http://www.solidsmack.com/solidworks-opengl-direct3d-gpu-comparison-cad/2008-09-01/

Highlights of Autodesk Inventor OpenGL to DirectX Evolution from
“Norbert” - Autodesk Inventor Graphics Team

When we use OpenGL, we have found over the past many years (and still
today) that we need to invest in a large, significant amount of QA…
and use OpenGL almost on the level of 1997 graphics

With Direct3D, our QA team can focus on testing our code and finding
defects in our graphics code, instead of having to spend all their
time just verifying that the graphics HW vendors have done their job
correctly to produce an OpenGL graphics driver that actually works.

Direct3D works identically on x64 as on x86

In …all defects that we see with the use of Direct3D…the problem is
in our Inventor graphics layer code and the way we are using Direct3D
in Inventor, not in the graphics HW vendor’s Direct3D graphics
driver.

when we use OpenGL, we never use the graphics HW for the rendering of
any offscreen images…we are using the Direct3D graphics HW for all
offscreen rendering.

we have decided to focus on supporting Direct3D where we can focus
the QA efforts on testing our own code and actually redirect some of
the people currently spending all their time testing OpenGL graphics
drivers to start testing our own graphics layer code

we can add new graphics features and functionality 

Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Robert Osfield
Hi Hannes,

On Tue, Mar 24, 2009 at 11:33 PM, hanne...@gmx.at hanne...@gmx.at wrote:

 opengl is 2 years behind direct3d and direct3d is better. and now there is
 d3d10 and d3d11 will even be better and d3d9 already had instancing and
 opengl is now only a copy of d3d10 and more robust drivers is only a lie and
 they dont belive you because you are an opengl guy and dont know d3d...


Yawn... nice MS spin you got there.

Go read the specs the OpenGL specs.  Direct3D doesn't anything like
extension has had from it's inception, and nothing like deprecation
mechanism that OpenGL 3.0 has.

With OpenGL you can migrate steadily from one rev to the next, an
application written back in 1992 is still runable today, if you your
application lives any period of time - like successful software does then
longivity is good thing.  Also with long lived successful software people
wanted it ported to new platforms as the industry evolves, and again OpenGL
comes to support you again with it's unique feature of portability.

Please reflect on the fact that the OSG itself is a decade old, and it's
migrated from OpenGL 1.1 to OpenGL 2.1 + latest extensions without any major
rewrite.  Not only has it be pretty straight forward for us to roll in new
support for new hardware features, but we've also been able to port any
desktop/workstation out there.

Go try that trick with Direct3D Erhhh DirectX10 is only available under
Vista.  Too hard to port to WinXP? No just MS playing games manipulating the
marking.  Now Vista only has ablout 15% of the desktop market, shame that
the rest of the 85% ain't and won't ever be server by DirectX10.  Um...
which is backwards and years behind serving the needs of industry?  OpenGL
which covers 100% of the availabe platforms, or Direct3D??

Time to stop sucking up the MS cool-aid there kid as it seems to have eroded
your ability to think about the wider needs of the graphics industry.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread J.P. Delport

Hi,

Robert Osfield wrote:

Hi Hannes,

On Tue, Mar 24, 2009 at 11:33 PM, hanne...@gmx.at 
mailto:hanne...@gmx.at hanne...@gmx.at mailto:hanne...@gmx.at wrote:


opengl is 2 years behind direct3d and direct3d is better. and now
there is d3d10 and d3d11 will even be better and d3d9 already had
instancing and opengl is now only a copy of d3d10 and more robust
drivers is only a lie and they dont belive you because you are an
opengl guy and dont know d3d...


Yawn... nice MS spin you got there.


I think Hannes just translated and summed up the comments in the forum 
for Paul...


jp

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread hanne...@gmx.at

J.P. Delport wrote:

Hi,

Robert Osfield wrote:

Hi Hannes,

On Tue, Mar 24, 2009 at 11:33 PM, hanne...@gmx.at 
mailto:hanne...@gmx.at hanne...@gmx.at mailto:hanne...@gmx.at 
wrote:


opengl is 2 years behind direct3d and direct3d is better. and now
there is d3d10 and d3d11 will even be better and d3d9 already had
instancing and opengl is now only a copy of d3d10 and more robust
drivers is only a lie and they dont belive you because you are an
opengl guy and dont know d3d...


Yawn... nice MS spin you got there.


I think Hannes just translated and summed up the comments in the forum 
for Paul...



YES :)))

but robert, thanks for your arguments! i will use them there. ;)

best regards to all and other arguments are welcome too!
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Robert Osfield
On Wed, Mar 25, 2009 at 9:55 AM, hanne...@gmx.at hanne...@gmx.at wrote:

 YES :)))

 but robert, thanks for your arguments! i will use them there. ;)


Opps, thought you were flaming Paul with the standard MS D3D spin.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread hanne...@gmx.at

Robert Osfield wrote:

Hi Hannes,

On Tue, Mar 24, 2009 at 11:33 PM, hanne...@gmx.at hanne...@gmx.at wrote:


opengl is 2 years behind direct3d and direct3d is better. and now there is
d3d10 and d3d11 will even be better and d3d9 already had instancing and
opengl is now only a copy of d3d10 and more robust drivers is only a lie and
they dont belive you because you are an opengl guy and dont know d3d...



Yawn... nice MS spin you got there.

Go read the specs the OpenGL specs.  Direct3D doesn't anything like
extension has had from it's inception, and nothing like deprecation
mechanism that OpenGL 3.0 has.

With OpenGL you can migrate steadily from one rev to the next, an
application written back in 1992 is still runable today, if you your
application lives any period of time - like successful software does then
longivity is good thing.  Also with long lived successful software people
wanted it ported to new platforms as the industry evolves, and again OpenGL
comes to support you again with it's unique feature of portability.

Please reflect on the fact that the OSG itself is a decade old, and it's
migrated from OpenGL 1.1 to OpenGL 2.1 + latest extensions without any major
rewrite.  Not only has it be pretty straight forward for us to roll in new
support for new hardware features, but we've also been able to port any
desktop/workstation out there.

Go try that trick with Direct3D Erhhh DirectX10 is only available under
Vista.  Too hard to port to WinXP? No just MS playing games manipulating the
marking.  Now Vista only has ablout 15% of the desktop market, shame that
the rest of the 85% ain't and won't ever be server by DirectX10.  Um...
which is backwards and years behind serving the needs of industry?  OpenGL
which covers 100% of the availabe platforms, or Direct3D??

Time to stop sucking up the MS cool-aid there kid as it seems to have eroded
your ability to think about the wider needs of the graphics industry.

Robert.


hi robert,

you just brought to me the insight why the game developers use d3d. because 
they do not care if it runs in some years, they make the money now. they see 
how much does the development of the game cost and how many boxes can i sell in 
short time. so they choose the most widespread platform, which is windows and 
use d3d which seems easy for development and looks good. result are games like 
crysis and so on. downside is as you said, the different d3d versions do not 
run on any windows but the newest opengl does. maybe an argument for game 
developers to bring the best graphics to any windows with opengl and maybe with 
osg. ;)

http://store.steampowered.com/hwsurvey
Steam Hardware Survey

24,75% dx10 system, dx10 gpu and vista
27,28% dx10 gpu on xp
27,60% dx9 sm 2b  3.0
7,25 dx9 sm2 gpu
13,12 dx8 gpu and below


in industries like the movie industries it is different.
http://www.linuxmovies.org/
[quote]In the film industry, Linux has won. It's running on practically all 
servers and desktops used for feature animation and visual effects. 
LinuxMovies.org met monthly in Hollywood for years, but now rarely meets.

Linux is used to create practically every blockbuster movie in theaters today, 
movies produced by Disney/Pixar, DreamWorks Animation, Sony, ILM, and other 
studios.

Linux is the most popular operating system for big budget feature film 
animation and visual effects, with more than 95% of the servers and desktops at 
large animation and visual effects companies. People outside the film industry, 
and even inside the industry sometimes, don't realize that Linux is so big at 
large studios. Linux is the norm in Hollywood and considered the 
state-of-the-art. In this upside-down world where Windows and Mac are minority 
operating systems, Linux evangelists would be hard-pressed to find anyone left 
to convert. The free operating system built by the people for the people has 
been embraced foremost by film studios.

Hollywood prefers Linux because in the right hands it's better, faster and 
cheaper. At large companies that have thousands of servers and desktops, the 
economy and massive efficiency of Linux is felt most. At smaller production 
companies, Windows or Macs are often more popular because economy of scale 
doesn't apply. Despite that, some small shops run primarily Linux. Some 
production companies use a mixed environment. For example, South Park is 
produced using Mac desktops with Linux servers. Although king in the film 
industry, Linux is rarely seen in the television industry due to much more 
modest computer needs.[/quote]

best regards
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Robert Osfield
Hi Hannes,

On Wed, Mar 25, 2009 at 10:30 AM, hanne...@gmx.at hanne...@gmx.at wrote:

 you just brought to me the insight why the game developers use d3d. because
 they do not care if it runs in some years, they make the money now. they see
 how much does the development of the game cost and how many boxes can i sell
 in short time. so they choose the most widespread platform, which is windows
 and use d3d which seems easy for development and looks good.



I know where you are coming from bit I think it a bit off target, and falls
into a common repeat line of reasoning.  Direct3D is used under Windows and
XBox by games developers.  The games market is far bigger than just Windows
and XBox.  The Windows + XBox while being a big player, it is far from the
biggest market in the games industry, but sometimes from online traffic it
would seem that it's the only game in town, this is just PR or ignorance
though.   The biggest recent games platforms have been PlayStation 2 and the
more recently the Wii, neither of which have D3D or OpenGL.  I believe Wii
has a OpenGL style graphis API.


 result are games like crysis and so on. downside is as you said, the
 different d3d versions do not run on any windows but the newest opengl does.
 maybe an argument for game developers to bring the best graphics to any
 windows with opengl and maybe with osg. ;)


For the next generation of games I think we have shout.  I think to
successfully push the OSG to the games market one has to emphasis the
portability and the wider market reach that it brings.  Getting the message
over about a wider market reach is easy to those who've already climbed out
of the Windows centric box, but for those who just think Windows == 100%
games market it's a harder sell.  It's this perception that needs to be
cracked first.



 http://store.steampowered.com/hwsurvey
 Steam Hardware Survey

 24,75% dx10 system, dx10 gpu and vista
 27,28% dx10 gpu on xp
 27,60% dx9 sm 2b  3.0
 7,25 dx9 sm2 gpu
 13,12 dx8 gpu and below


Self selective survey's can be of use for particular interest groups, but
rarely mean much outside the selective group.  The above survey basically is
100% of who answer a suvery for a D3D centric game/company had support for
some version of D3D...


 in industries like the movie industries it is different.
 http://www.linuxmovies.org/
 [quote]In the film industry, Linux has won. It's running on practically all
 servers and desktops used for feature animation and visual effects.
 LinuxMovies.org met monthly in Hollywood for years, but now rarely meets.


Interesting link.  I hadn't come across this before.

Thanks,
Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Raymond Dahlberg
I took the liberty to post a link to Pauls article in the GameDev.net forums: 
http://www.gamedev.net/community/forums/topic.asp?topic_id=528879.

Thought it was interesting to see what the GameDev.net community said about the 
3.1 release, since the 3.0 release caused a lot of reactions: 
http://www.gamedev.net/community/forums/topic.asp?topic_id=504547

--
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http://forum.openscenegraph.org/viewtopic.php?p=9189#9189





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
 YES :)))
 
 but robert, thanks for your arguments! i will use them there. ;)
 
 best regards to all and other arguments are welcome too!

:-) Thanks for translating the German. At the start of that blog, I said
graphics APIs were like religion and politics, and those translated German
comments confirm that.

I agree with Robert's sentiment. In many ways, D3D has chosen the easy way
out -- supporting only one platform, and screwing the existing user base
with each new release. This is the easy way to develop an API. Running cross
platform, continuing to evolve and remain relevant, and not screwing
existing users is a much harder task, but OpenGL has a proven track record
of success in all these areas.

When Bob and I offer our OSG course, we allow students to bring in the
laptop of their choice -- Windows, Linux, and Mac. In spite of this
heterogeneous environment, after a short period of tweaking CMake and
building OSG, we're up and running on everyone's box. I can't emphasize
enough how incredible a feat this is, and it's possible because of OpenGL.

Upon re-reading the D3D/OpenGL blog, I see I failed to address a couple
issues, and I intend to post an update to clarify. Thanks for translating
the German, which pointed this out. I doubt it will result in converting any
of the D3D faithful, but I want the blog to be as blemish-free and objective
as possible.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
I'd like to attempt to dispel the myth that game development wouldn't
benefit from a stable cross platform API.

The application software stack is more complex than a single monolithic
chunk of code. Supporting any application or game title is a myriad of
internal proprietary core libraries, many of which are consistent from one
product release to the next, which in turn rely on support from other
external libraries and APIs. This internal proprietary code base needs to
port forward to new platforms and new releases of their supporting APIs.

When a game company puts out a new title, of course it contains a lot of new
software and rendering effects, but a significant percentage of the code
that's running was probably present in past product generations. Porting
this internal code forward takes a non-zero amount of effort.

Many games run on more that just Windows/Xbox and clearly the code for that
game title needs to be ported to other consoles.

I have several associates in the game industry who've assured me that code
does get ported forward and across platform. They've also relayed to me that
pay is often low and hours are long because there are so many who want to
work in this industry. I imagine that access to cheap programmer labor helps
alleviate the financial pain associated with porting code forward. One might
speculate that support for D3D is tantamount to advocating lower pay and
longer hours for software developers.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, March 25, 2009 2:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

With OpenGL you can migrate steadily from one rev to the next, an
application written back in 1992 is still runable today, if you your
application lives any period of time - like successful software does then
longivity is good thing.

Robert,

Are you implying that the current D3D is not backwards compatible with
previous versions? I believe that a current D3D application can query
earlier versions of the D3D interface through COM. A D3D 3.0 application can
still run under D3D 10.0 as I understand it...

-Shayne






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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

In what way has D3D screwed the existing user base with each new release?
I'm not trying to argue your point, I just want to understand where you're
coming from here.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 8:31 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

 YES :)))
 
 but robert, thanks for your arguments! i will use them there. ;)
 
 best regards to all and other arguments are welcome too!

I agree with Robert's sentiment. In many ways, D3D has chosen the easy way
out -- supporting only one platform, and screwing the existing user base
with each new release. This is the easy way to develop an API. Running cross
platform, continuing to evolve and remain relevant, and not screwing
existing users is a much harder task, but OpenGL has a proven track record
of success in all these areas.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
Referring to the 3.0 release discussion, these are the type of comments that
I'd expect from people that have grown numb and accepting of non-backwards
compatible API releases. They believe that this is the only way to move
forward.

Many in the OpenGL ARB were ready to drink this kool-aid too, which is what
spurred the announcement at s2007. Fortunately, the ARB had second thoughts
and decided to tackle the harder question of how to move forward and
deprecate old functionality without screwing existing customers. Other APIs
could learn a lot from closely examining OpenGL's deprecation model.

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 Raymond
Dahlberg
Sent: Wednesday, March 25, 2009 5:53 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OpenGL 3.1 at GDC

I took the liberty to post a link to Pauls article in the GameDev.net
forums: http://www.gamedev.net/community/forums/topic.asp?topic_id=528879.

Thought it was interesting to see what the GameDev.net community said about
the 3.1 release, since the 3.0 release caused a lot of reactions:
http://www.gamedev.net/community/forums/topic.asp?topic_id=504547

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
Does that D3D 3.0 app get access to any new features?

OpenGL 3.1 adds new ARB extensions to OpenGL 2.1, so that old OpenGL apps
(even OpenGL 1.0 apps) running on an OpenGL 2.1 implementation can access
new features analogous to those found in OpenGL 3.1.

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 Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, March 25, 2009 9:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC


Are you implying that the current D3D is not backwards compatible with
previous versions? I believe that a current D3D application can query
earlier versions of the D3D interface through COM. A D3D 3.0 application can
still run under D3D 10.0 as I understand it...

-Shayne





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Robert Osfield
Hi Shayne,

2009/3/25 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC 
shayne.tuel...@hill.af.mil

 Are you implying that the current D3D is not backwards compatible with
 previous versions? I believe that a current D3D application can query
 earlier versions of the D3D interface through COM. A D3D 3.0 application
 can
 still run under D3D 10.0 as I understand it...


The problem is not the the old D3D versions API aren't available, but the
fact that the jump between versions is discrete.  If you want D3D 10.0
functionality you have to use D3D 10, you can't just use one part of D3D 10
and keep the rest of your app building against D3D 9.  You can't get access
to D3D features unless you are on Vista.

This a very different situation to that of OpenGL based apps that like the
OSG have been able to evolve bit by bit as few hardware + API features were
exposed in OpenGL.

If you are trying to maintain an application for a long period then handling
widely different hardware and OS combinations is key.  The D3D model really
doesn't help you at all.  The D3D model only suits making an app for
specific era, once that era is gone the app just stays in that era unless
you retool in a significant way.  For a game that is developed and sells for
a couple of years it might be able to come and go in just one era, but for
most applications this isn't the case.

Interestingly for open source games that take many years to write and evolve
over time their lifetime is potentially far longer than commericial games,
so open source games have more similar needs to API evolution and
portability that conventional long lived graphis applications have.

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

In answer to your question, the answer is no, it can't.

I appreciate what OpenGL can do in terms of its extensions but that isn't
what my response was in reference to. I was asking Robert if he was implying
that D3D is not backwards compatible in his earlier comment...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 9:20 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Does that D3D 3.0 app get access to any new features?

OpenGL 3.1 adds new ARB extensions to OpenGL 2.1, so that old OpenGL apps
(even OpenGL 1.0 apps) running on an OpenGL 2.1 implementation can access
new features analogous to those found in OpenGL 3.1.

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 Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, March 25, 2009 9:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC


Are you implying that the current D3D is not backwards compatible with
previous versions? I believe that a current D3D application can query
earlier versions of the D3D interface through COM. A D3D 3.0 application can
still run under D3D 10.0 as I understand it...

-Shayne





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Alberto Luaces
Hi Shayne,

I think the answer would be it was partially compatible. Given a DirectX 
version, you couldn't ask for any older interface version, just for the newer 
ones. On recent versions of DirectX IIRC, you couldn't ask for a version 
older than version 5. However today the break is greater since DirectX 10 
doesn't give access to older versions of the API. According to the Wikipedia, 
Windows keep several versions of DirectX in order to continue running older 
programs:

Prior to DirectX 10, DirectX was designed to be backward compatible with 
older drivers, meaning that newer versions of the APIs were designed to 
interoperate with older drivers written against a previous version's DDI. For 
example, a game designed for and running on Direct3D 9 with a graphics 
adapter driver designed for Direct3D 6 would still work, albeit possibly with 
gracefully degraded functionality. However, as of Windows Vista, due to the 
significantly updated DDI for Windows Display Driver Model drivers, Direct3D 
10 cannot run on older hardware drivers.

Various releases of Windows have included and supported various versions of 
DirectX, allowing newer versions of the operating system to continue running 
applications designed for earlier versions of DirectX until those versions 
can be gradually phased out in favor of newer APIs, drivers, and hardware.

Regards,

Alberto

El Miércoles 25 Marzo 2009ES 16:29:07 Tueller, Shayne R Civ USAF AFMC 519 
SMXS/MXDEC escribió:
 Paul,

 In answer to your question, the answer is no, it can't.

 I appreciate what OpenGL can do in terms of its extensions but that isn't
 what my response was in reference to. I was asking Robert if he was
 implying that D3D is not backwards compatible in his earlier comment...

 -Shayne

 -Original Message-
 From: osg-users-boun...@lists.openscenegraph.org
 [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
 Sent: Wednesday, March 25, 2009 9:20 AM
 To: 'OpenSceneGraph Users'
 Subject: Re: [osg-users] OpenGL 3.1 at GDC

 Does that D3D 3.0 app get access to any new features?

 OpenGL 3.1 adds new ARB extensions to OpenGL 2.1, so that old OpenGL apps
 (even OpenGL 1.0 apps) running on an OpenGL 2.1 implementation can access
 new features analogous to those found in OpenGL 3.1.

 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 Tueller,
 Shayne R Civ USAF AFMC 519 SMXS/MXDEC
 Sent: Wednesday, March 25, 2009 9:08 AM
 To: OpenSceneGraph Users
 Subject: Re: [osg-users] OpenGL 3.1 at GDC


 Are you implying that the current D3D is not backwards compatible with
 previous versions? I believe that a current D3D application can query
 earlier versions of the D3D interface through COM. A D3D 3.0 application
 can still run under D3D 10.0 as I understand it...

 -Shayne





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
Sorry. I didn't think I needed to explain this, I mistakenly thought
everyone knew it. Take your example of a DX3 app running on a DX10
implementation. The DX3 app gets nothing other than the DX3 API. Should the
software developer attempt to use just one new feature in DX10, the only
route forward is to port the _entire_ app to the new DX10 API.

Compare this to OpenGL. An OpenGL 1.0 app running on an OpenGL 2.1
implementation has access to all the features that have been added in each
successive release, and you can modify the app to access those features
without porting your entire app.

Only in OpenGL 3.1 does this model change, but now you have a couple choices
as an app developer:
 * Don't modify context creation. You continue to get a 2.1 context, but you
also have access to many new 3.x features available as ARB extensions.
 * Create a 3.0 context, or a 3.1 context with the compatibility extension.
You get essentially the same results as with 2.1, except the same new
features you had access to as ARB extensions are now core features, and
there are additional new ARB features available.

You'll eventually port away from 1.x/2.x, but this system allows you to do
so on your timetable, not someone else's.

That is the compatibility difference between the two APIs in a nutshell.

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 Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, March 25, 2009 9:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Paul,

In what way has D3D screwed the existing user base with each new release?
I'm not trying to argue your point, I just want to understand where you're
coming from here.

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 8:31 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

 YES :)))
 
 but robert, thanks for your arguments! i will use them there. ;)
 
 best regards to all and other arguments are welcome too!

I agree with Robert's sentiment. In many ways, D3D has chosen the easy way
out -- supporting only one platform, and screwing the existing user base
with each new release. This is the easy way to develop an API. Running cross
platform, continuing to evolve and remain relevant, and not screwing
existing users is a much harder task, but OpenGL has a proven track record
of success in all these areas.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
My point is that the DX3 and DX10 APIs are not compatible. The fact that the
DX system allows apps to request DX3-only runtime on a DX10-capable
implementation implies support but does not imply compatibility.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Robert,

Thanks for the clarification. I think this discussion is good for all
involved when it comes to understanding the differences between D3D and
OpenGL.

For the record, I'm not an advocate of D3D or Microsoft. Far from it in
fact...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, March 25, 2009 9:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Hi Shayne,


2009/3/25 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil


Are you implying that the current D3D is not backwards compatible
with
previous versions? I believe that a current D3D application can
query
earlier versions of the D3D interface through COM. A D3D 3.0
application can
still run under D3D 10.0 as I understand it...



The problem is not the the old D3D versions API aren't available, but the
fact that the jump between versions is discrete.  If you want D3D 10.0
functionality you have to use D3D 10, you can't just use one part of D3D 10
and keep the rest of your app building against D3D 9.  You can't get access
to D3D features unless you are on Vista. 

This a very different situation to that of OpenGL based apps that like the
OSG have been able to evolve bit by bit as few hardware + API features were
exposed in OpenGL.

If you are trying to maintain an application for a long period then handling
widely different hardware and OS combinations is key.  The D3D model really
doesn't help you at all.  The D3D model only suits making an app for
specific era, once that era is gone the app just stays in that era unless
you retool in a significant way.  For a game that is developed and sells for
a couple of years it might be able to come and go in just one era, but for
most applications this isn't the case.

Interestingly for open source games that take many years to write and evolve
over time their lifetime is potentially far longer than commericial games,
so open source games have more similar needs to API evolution and
portability that conventional long lived graphis applications have.

Robert.





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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul, Alberto, and Robert,

Thanks for the feedback. Good stuff and details that outline the differences
between the two APIs...

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 9:57 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

My point is that the DX3 and DX10 APIs are not compatible. The fact that the
DX system allows apps to request DX3-only runtime on a DX10-capable
implementation implies support but does not imply compatibility.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
I realize that by speaking out, I'm running the risk of looking just as
closed-minded, opinionated, and foolish as we view the D3D community. If I'm
ever _way_ off base, please call me on it. I'd rather be quiet than somehow
do OpenGL a disservice.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Paul,

I, for one, appreciate you speaking out and keeping us informed...

I look forward to more information and insight that you may be able to share
with the rest of us regarding OpenGL...and D3D...;^)

-Shayne

-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Wednesday, March 25, 2009 11:05 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] OpenGL 3.1 at GDC

I realize that by speaking out, I'm running the risk of looking just as
closed-minded, opinionated, and foolish as we view the D3D community. If I'm
ever _way_ off base, please call me on it. I'd rather be quiet than somehow
do OpenGL a disservice.

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-25 Thread Paul Martz
Here's a smattering of OpenGL 3.1 commentary.

http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=2
54833nt=allfpart=1
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=2
55002#Post255002
http://www.gamedev.net/community/forums/topic.asp?topic_id=528879
http://www.theinquirer.net/inquirer/news/509/1051509/khronos-cranks-opengl-s
pec
http://venturebeat.com/2009/03/24/khronos-group-launches-a-lighter-version-o
f-opengl-graphics-standard/

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

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
I've already written and posted an OpenGL 3.1 blog, and you can read it
here...
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4

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

-Original Message-
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Hi Paul,

Ooh, please keep us updated. I can't be at GDC (maybe next year) but I'd
like to know what's going to be revealed... Are most/all deprecated features
in OpenGL 3.0 being removed/changed to extension status for OpenGL 3.1? Any
other features being promoted to the core?

Thanks,

J-S

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Robert Osfield
Hi Paul,

On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote:

 I've already written and posted an OpenGL 3.1 blog, and you can read it
 here...
 http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4


Thanks for putting up the entry, like your previous entry it's an excellent
read ;-)

Robert.
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
Thanks, Robert.
 
FYI, the specs are now posted:
 
This is the OpenGL 3.1 spec, with all 3.0-deprecated features removed.
 http://www.opengl.org/registry/doc/glspec31.20090324.pdf
http://www.opengl.org/registry/doc/glspec31.20090324.pdf
 
This is a version of the 3.1 spec that includes the finctionality of the
GL_ARB_compatibility extension, as if the features had never been removed.
 http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf
http://www.opengl.org/registry/doc/glspec31undep.20090324.pdf
 
This is the GLSL 1.40 spec.
 http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.40.05.pdf
 
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/ 
+1 303 859 9466
 

  _  

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 24, 2009 8:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC


Hi Paul,


On Tue, Mar 24, 2009 at 2:16 PM, Paul Martz pma...@skew-matrix.com wrote:


I've already written and posted an OpenGL 3.1 blog, and you can read it
here...
http://www.skew-matrix.com/bb/viewtopic.php?f=3
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=4 t=4



Thanks for putting up the entry, like your previous entry it's an excellent
read ;-)

Robert.

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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Jean-Sébastien Guay

Hi Paul,


FYI, the specs are now posted:


Nice, thanks for keeping us up to date, looks like I have some reading 
to do :-)


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] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352
pages. :-)

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: Tuesday, March 24, 2009 11:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Hi Paul,

 FYI, the specs are now posted:

Nice, thanks for keeping us up to date, looks like I have some reading to do
:-)

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] OpenGL 3.1 at GDC

2009-03-24 Thread hanne...@gmx.at

Paul Martz wrote:

A little less reading than in the past... 3.0 spec was 510 pages, 3.1 is 352
pages. :-)


but i gave some people something to read. ;)

german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462

if the full quote is not ok for you i will change it.

best regards! :)
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread Paul Martz
Too bad I don't speak enough German to grok the replies... :-/

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
hanne...@gmx.at
Sent: Tuesday, March 24, 2009 1:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Paul Martz wrote:
 A little less reading than in the past... 3.0 spec was 510 pages, 3.1 
 is 352 pages. :-)

but i gave some people something to read. ;)

german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462

if the full quote is not ok for you i will change it.

best regards! :)
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-24 Thread hanne...@gmx.at

opengl is 2 years behind direct3d and direct3d is better. and now there is 
d3d10 and d3d11 will even be better and d3d9 already had instancing and opengl 
is now only a copy of d3d10 and more robust drivers is only a lie and they dont 
belive you because you are an opengl guy and dont know d3d...

but what did you write at 
http://www.skew-matrix.com/bb/viewtopic.php?f=3t=2sid=f8c13badb04333f7e064fbab1a17c7c2
The debate between D3D and OpenGL has gone on longer than any API war I’ve 
witnessed. I’m not going to delude myself into believing that this blog makes 
any significant difference in that debate.

;)

Paul Martz wrote:

Too bad I don't speak enough German to grok the replies... :-/

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
hanne...@gmx.at
Sent: Tuesday, March 24, 2009 1:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC

Paul Martz wrote:
A little less reading than in the past... 3.0 spec was 510 pages, 3.1 
is 352 pages. :-)


but i gave some people something to read. ;)

german speaking forum
http://www.forum-3dcenter.org/vbulletin/showthread.php?p=7189462#post7189462

if the full quote is not ok for you i will change it.

best regards! :)
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Re: [osg-users] OpenGL 3.1 at GDC

2009-03-23 Thread Jean-Sébastien Guay

Hi Paul,

Anyone at GDC this week should read this and attend if possible. Looks 
like it all goes down tomorrow.

www.khronos.org http://www.khronos.org.


Ooh, please keep us updated. I can't be at GDC (maybe next year) but I'd 
like to know what's going to be revealed... Are most/all deprecated 
features in OpenGL 3.0 being removed/changed to extension status for 
OpenGL 3.1? Any other features being promoted to the core?


Thanks,

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