Re: OpenGL 3.0
"Pablo de Heras Ciechomski" <[email protected]> Fri, 07 Nov 2008 06:50:42 -0800
| Newsgroups | gmane.games.devel.opengl |
|---|---|
| Organization | Fat City Network Services, San Diego, California |
| Message-ID | <[email protected]> |
------=_Part_38039_21911047.1226069426521 Content-Type: text/plain; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit Content-Disposition: inline This is from a multi-platform (multi OS) perspective. As soon as you step out of a given graphics hardware bracket such as a driver version, version of an OS, GLSL driver or hardware capabilities, parallel code paths must be implemented and maintained. Parallel code paths are a waste of time and very discouraging as you don't add function. Instead you add workarounds. In this case I wouldn't call OpenGL multi platform at all. If for each case or hardware or OS you need to break the program or extensions into different usage patterns then how is it not a totally broken interface? We took the decision two years ago to drop hardware acceleration completely to solely rely on CPU rendering. Not one day goes by that we are not happy and productive programmers. We are running around like children having fun. No limits :-) Yes, it is slower in the general case. No you don't have to use rasterization and in fact you don't have to use meshes at all for example. But ok that's another discussion. I look at this discussion about OpenGL with some distance but I was very involved in it a few years back. Basically nothing has changed and what has changed only cements my belief that any graphics API trying to cater hardware is a marketing gimmick from hardware manufacturers that does not have the programmers best practice in mind. OpenGL is driven by money and money comes from hardware. Hardware controls OpenGL and thus any programmer using OpenGL or DirectX is controlled by the hardware manufacturers latest whims. Sincerely yours, Pablo PS - And I agree OpenSource is not a solution. -- //////////////////////////////////////////////////////////////// Pablo de Heras Ciechomski, PhD, founder [email protected] phone: +41 22 534 96 25 mobile: +41 797 85 18 72 www.visualbiotech.ch ------=_Part_38039_21911047.1226069426521 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: 7bit Content-Disposition: inline <div>This is from a multi-platform (multi OS) perspective.</div><div><br></div><div>As soon as you step out of a given graphics hardware bracket such as a driver version,</div><div>version of an OS, GLSL driver or hardware capabilities, parallel code paths must be </div> <div>implemented and maintained.</div><div><br></div><div>Parallel code paths are a waste of time and very discouraging as you don't add function.</div><div>Instead you add workarounds. In this case I wouldn't call OpenGL multi platform at all.</div> <div>If for each case or hardware or OS you need to break the program or extensions into</div><div>different usage patterns then how is it not a totally broken interface?</div><div><br></div><div>We took the decision two years ago to drop hardware acceleration completely to solely</div> <div>rely on CPU rendering. Not one day goes by that we are not happy and productive</div><div>programmers. We are running around like children having fun. No limits :-)</div><div><br></div><div>Yes, it is slower in the general case. No you don't have to use rasterization and in fact</div> <div>you don't have to use meshes at all for example. But ok that's another discussion.</div><div><br></div><div>I look at this discussion about OpenGL with some distance but I was very involved in</div><div>it a few years back. Basically nothing has changed and what has changed only cements</div> <div>my belief that any graphics API trying to cater hardware is a marketing gimmick from</div><div>hardware manufacturers that does not have the programmers best practice in mind.</div><div><br></div><div>OpenGL is driven by money and money comes from hardware. Hardware controls</div> <div>OpenGL and thus any programmer using OpenGL or DirectX is controlled by the </div><div>hardware manufacturers latest whims.</div><div><br></div><div>Sincerely yours,</div><div><br></div><div>Pablo</div><div><br></div> <div>PS - And I agree OpenSource is not a solution.</div><div>-- <br>////////////////////////////////////////////////////////////////<br>Pablo de Heras Ciechomski, PhD, founder<br>[email protected]<br>phone: +41 22 534 96 25<br> mobile: +41 797 85 18 72<br><a href="http://www.visualbiotech.ch">www.visualbiotech.ch</a><br> </div> ------=_Part_38039_21911047.1226069426521-- ----- FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Pablo de Heras Ciechomski INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com --------------------------------------------------------------------- To REMOVE yourself from this mailing list, send an E-Mail message to: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from). You may also send the HELP command for other information (like subscribing).