On 23/11/2007, Stefan Dösinger <[EMAIL PROTECTED]> wrote: > Am Freitag, 23. November 2007 12:25:34 schrieb H. Verbeet: > > Just to add something to that, most of the issues that are there are > > with older versions of Direct3D and fixed function. The more modern > > functionality is relatively easier to translate because D3D and GL > > simply expose the programmability of the hardware. > Not quite, there are a few issues at shader level as well. One issue that > comes to my mind are the 10 varyings vs 8+2 colors in opengl. It is a driver > limitation actually, but encouraged by the GLSL spec. An architectural > problem is that OpenGL does not support an up to date assemler shader > interface. And all shaders are compiled and linked at runtime, causing a > short rendering freeze whenever a new shader is used. > Well, sure there are issues, but generally those are easier to fix than in fixed function. I don't consider the lack of an asm interface much of an issue... it wouldn't correspond directly to the hardware anyway (and neither does d3d shader asm). Linking time *is* an issue, but I suspect GL3 will help a bit there.
> > It may be useful contacting the nouveau (open source NVidia 3D driver > > reverse engineering project) development team to see if they can add > > OpenGL extensions for DirectX functionality. > This sounds like a nice idea, but in reality we've been talking about getting > various X11 or opengl extensions added to $SOFTWARE and it never happened. > It would probably have to wait until nouveau actually properly supports 3D.