
The OpenGL Architecture Review Board officially announced OpenGL 3 on August 8th 2007 at the Siggraph Birds of a Feather (BOF) in San Diego, CA. OpenGL 3 is the official name for what has previously been called OpenGL Longs Peak. OpenGL 3 is a true industry effort with broad support from all vendors in the ARB. The OpenGL 3 specification is on track to be finalized at the next face-to-face meeting of the OpenGL ARB, at the end of August. This means the specification can be publicly available as soon as the end of September, after the mandatory 30 day Khronos approval period has passed. Also presented were the changes to the OpenGL Shading Language that will accompany OpenGL 3. For more details check
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here.
Member since:
2005-07-06
3) Proprietary API's are chosen by the programmers, and quite frankly, they are clueless
The games market is very sensitive to time to market. If you're a smaller games house, you probably lack both the time and the expertise to develop all the necessary API's and thus it is much cheaper to buy a specialized, well polished product off the shelf.
If you're a large studio you've probably got your own in house tools that you've refined and polished over the years and the all your developers know. It's probably not worth while to jump to a new API just to capture a tiny segment of the market.
So it's not a problem of being technically hard, it's simply a case of costing time and money and just not being worth it.