
With the
SIGGRAPH OpenGL BOF now past, Nick Haemel from AMD has
written a blog post about OpenGL 3 and the reasoning behind the choices made.
"After testing an approach that would have a drastic effect on the API, requiring complete OpenGL application rewrites and not introducing any of the long awaited features modern GPUs are capable of [...] GL 3.0 takes two important steps to moving open standard graphics forward in a major way. The first is to provide core and ARB extension access to the new capabilities of hardware. The second is to create a roadmap that allows developers to see what parts of core specifications will be going away in the future, also providing the OpenGL ARB with a way to introduce new features faster."
Member since:
2007-09-08
On OpenGL not being equivalent to DirectX...
I'm kind of sick of this fallacy.
Historically, DirectX contained a number of components:
DirectDraw - Deprecated in DirectX 8. Irrelevant for modern software.
DirectSound - Deprecated as of Windows Vista, but the only useful way to access the sound hardware. Hardly anyone used this directly anyway - they either used a third-party library, or DirectSound 3D.
DirectSound 3D - Deprecated as of Windows Vista. Can't use hardware acceleration, so it's no better than a third-party library. Most third-party libraries have far better functionality, and are much easier to use. Developers have started moving to those, or to OpenAL.
DirectMusic - Basically a MIDI softsynth, used in half a dozen games ever. Deprecated in DirectX 8.
DirectInput - Provides mouse and keyboard input that nobody ever uses. The only useful way to access joysticks until XInput. Deprecated in favour of XInput, which only works with Xbox 360 controllers.
DirectPlay - All it really did was allow the game to work over serial cables and modems. Didn't provide any other useful functionality, but caused lots of problems. Developers stopped using it once they went TCP/IP only.
Direct3D - Still actively supported.
The only APIs still in use are Direct3D, DirectInput, and DirectSound. None of the rest are relevant, and even DirectSound tends to be used through third-party libraries.
So what, exactly, is supposed to be missing from the OpenGL + some other libraries stack that's present in DirectX?