Re: please sign for not delete the opengl from next release of windows
- From: fungus <umailMY@xxxxxxxxxxxxxxx>
- Date: Mon, 14 Nov 2005 14:42:14 +0100
jukka@xxxxxxxxxxxx wrote:
I don't think the end users care very much at all *which* API or what technology is running under the hood
Rephrase that as "Windows users don't care..."
Currently IHV's are locked in a situation where they have to implement OpenGL, Direct3D, GDI all in their drivers. Looks to me, if not mistaken, that with Vista model they only need to implement one single "backend", so to speak. If can ONLY lead to more stable and robust drivers. This is a Good Thing for the consumers and Windows. In this regard.
But bad for everybody else.
The Bad Thing is that some OpenGL developers have to deal with it one
way or other.. migrate to other platforms, if that is possible..
I can make my app work on either API, no problem (in fact I was planning to do it).
Writing DirectX code is mostly extra complexity if their applications are portable to wider range of platforms, so then they have to have both OpenGL and DirectX rendering backends.
....apart from one thing - shaders. The shading languages are incompatible so you need two versions of all shaders.
The best response to this mess would be to make Direct3D shaders work in OpenGL, either at the driver level (please!) or via a translator. This would make porting easy.
What this means in practical terms, is that the layer would in practise expose D3D rendering context (IDirect3DDevice10 ?) in different form. I don't know how NV or ATI do things now, but it would make sense to assume that they share as much microcode as possible between D3D and GL
No, there will be a library to map OpenGL 1.4 to Direct3D. No VBOs, no shaders, nothing which will make OpenGL useful except to CAD programs (this is the whole idea - Microsoft needs those expensive CAD programs to keep working otherwise it wouldn't even be doing this much for OpenGL).
Heck, it would be interesting to work on driver which does D3D and GL with same backend and engineer efficient frontend which feeds from both formats of API.
Except it won't work that way. Microsoft appears to be actively blocking it. The Window compositor could work perfectly well with both APIs (all it's really doing is copying framebuffers around, it doesn't care how the framebuffer is produced) but it isn't going to. It detects OpenGL and works differently when it finds it.
-- <\___/> / O O \ \_____/ FTB. For email, remove my socks.
In science it often happens that scientists say, 'You know that's a really good argument; my position is mistaken,' and then they actually change their minds and you never hear that old view from them again. They really do it. It doesn't happen as often as it should, because scientists are human and change is sometimes painful. But it happens every day. I cannot recall the last time something like that happened in politics or religion.
- Carl Sagan, 1987 CSICOP keynote address
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