OpenGL 1.4 Spec Finalized 80
Sesse writes: "SGI announced yesterday that the OpenGL 1.4 specification was agreed upon by the ARB. Trying to minimize the gap between D3D8 and OpenGL, the standard adds a lot of functionality already common (being exposed as extensions in many drivers today), but more importantly brings a standard specification for vertex shaders. This should be good news for anybody doing cross-platform eyecandy :-)" This announcement is related to, but broader than, the one mentioned earlier about bringing OpenGL to mobile devices.
Didn't Microsoft just do something with this? (Score:1)
SGI is still in charge?
Re:Didn't Microsoft just do something with this? (Score:4, Informative)
SGI isn't 'in charge' per se; the ARB is (the ARB consists of various hardware & software makers, including Microsoft, nVIDIA, ATI, Matrox, SGI, Sun, and Evans & Sutherland). However, OpenGL is a trademark of SGI, so they get to make the announcement.
Re:Didn't Microsoft just do something with this? (Score:1, Interesting)
Re:bad news for Linux? (Score:1)
Re:bad news for Linux? (Score:1)
This reminds me of the whole "free as in beer" and "free as in speech" thing.
Re:bad news for Linux? (Score:1)
There is allready a open source clone of opengl called mesa http://mesa3d.sourceforge.net/
So we can assume they will update mesa to suport the new opengl standard (hopefully
Also, once nvidia updates there opengl driver for windows it should be aviabled in there linux drivers too.
Theres no good reason at all to develop a new 3D api, for a start it would takes years to design and implement, and then it would need support from hardware manufactures either in there own implementation or providing specifications for there hardware
Re:bad news for Linux? (Score:1)
Get real. (Score:4, Informative)
This is exactly what OpenGL is. An Open specification so that any the same 3D code can run on any hardware/platform/OS.
If it is Open, and succesfull, don't worry, MS will implement it. That's why there is the ICD mechanism on Windows, that all vendors respect.
On Linux, you have the OpenGL ABI that provides the same functionnality. Yes, they would need some more people, but the one they have do a good job.
Now, when you are Open like this, be prepared for competition. The new standard is out, people on the Architecture Review Board have been discussing it for quite a long while. You better have your implementation ready. Or people will go to better support platform.
What you propose is exactly what MS always did : shun away from standards, and try to develop stuff for your platform/OS. The only difference is that you don't have enough market share to do *any* difference.
So, please, cut your crap, follow the standard, and may the best hardware run on the OS with the better/faster support for it.
At the moment, Linux is still in the race (for OpenGL support) and superior in other area. Don't give up.
Re:bad news for Linux? (Score:3, Insightful)
Anyways, first "Micro$hit" as you so elegantly and maturely call them probably won't be the one incorporating OpenGL into "Winblows X[tra]P[oopy]" (brilliant I must say--share your wit more, please!)--it will be the driver writers from the video card companies.
Secondly, the "kernel hackers at Linux" (wherever that is?!) have nothing to do with this either--ever heard of the Mesa3D project??
Thirdly, reverse engineer? Mesa3D works WITH NVIDIA and others, afaik there's no reverse engineering going on--and not for the base implentation (see sgi).
Fourthly, it's called OpenGL for a reason (hint, pay attention to the open part). In the past this has meant open to users, but it truly is "open" now, check the SGI website for information about the OpenGL sample implementation license. Reverse engineer?? what would you even reverse engineer?? (sorry to repeat myself)
For your last points, feel free to work on your open source 3D standard, if it's useful people will definitely use it. OTOH, DirectX and OpenGL have an immense amount of work put into them already, they might be hard to equal! Oh wait, you said "we" ('we should work') referring to "anyone but yourself"--troll on!
Re:bad news for Linux? (Score:2)
Software implementations are fine for proof of concept, but if all Linux had was Mesa for 3D, Microsoft would be all over that by pointing out how their system was superior because it takes advantage of the latest hardware.
As an aside, I find that opengl apps on my Geforce2 tend to run visibly faster in Linux than Windows, on the exact same computer. I would _HATE_ to have no choice for OpenGL compatibility other than Mesa.
Re:bad news for Linux? (Score:2)
Not that I'm knocking Mesa, but it _IS_ only a software implementation -- it won't take advantage of hardware like the geforce and radeon.
It will take advantage of earlier hardware though right? That's what the DRI is for? (/me hasn't used mesa with non-3dfx)
Re:bad news for Linux? (Score:2)
Mesa has had hardware renderers since the 3dfx. Back then it was only triangle rendering in hardware, but these days a huge amount of Mesa has hardware paths including T&L. Mesa also forms the core of the DRI and the DRI supports hardware rendering on the Radeon. The following FAQ makes this clear.
I'm not sure where you got the impression that Mesa is software rendering only, but it's untrue.
Re:bad news for Linux? (Score:2)
Seeing is believing.
Re:bad news for Linux? (Score:2)
Re:bad news for Linux? (Score:4, Interesting)
First, M$ doesn't give a rip about OpenGL 1.4, and will probably leave nVidia or some other company to do the work of writing to the spec.
Second, Mesa is a free implementation of OpenGL APIs (OpenGL compatible library). I'm sure Mesa's author(s) have already started moving to 1.4.
Third, writing a new Linux library doesn't address the fact that 90%+ of games are written for Windows using DirectX. Creating a new API won't help this unless you do the same thing as OpenGL is doing, which is write cross-platform for Windows, as well as Linux (and maybe other OS's).
Fourth, patents exist on just about anything you can do with computer graphics (CG). OpenGL ARB members share their patents in an effort to make a unified standard and make it affordable for consumers. Microsoft owns some of these patents, mainly through purchased companies, which is why OpenGL Architecture Review Board (ARB) is worried that they could push high licensing fees rather than share patents. It is in Microsoft's best interest to charge money for these patents, especially unreasonable amounts of it, because it makes DirectX the only affordable option and locks you into Microsoft software and x86 hardware.
Re:bad news for Linux? (Score:2)
OpenGL would be unaffordable how? nVIDIA already has its own fully-licenced OpenGL drivers for the 3 major OSes (Windows, Mac, and Linux). ATI & Matrox have Windows & Mac covered; the only question is Linux, where neither write drivers. It's not impossible to have MESA implement all non-'patented' OpenGL functions, and the respective hardware makers release the remainder under the (necessary) closed licence.
And more to the point: Windows has a mechanism to allow for other non-DirectX graphics API's. Vid card manufacturers (usually) own full OpenGL licences, and they write complete implementations of OpenGL in their drivers anyway. (Or, to be more specific, they implement the segments of OpenGL that aren't already in their hardware).
Price isn't even an issue, and never was. The cost is shouldered by the vid card makers, and is is hewn down to pennies by the time we pay for it. Neither is x86 hardware-- Or have you forgotten that the primary implementation of WinXP-64bit, which includes DirectX, is Itanium (and while is x86 compatible, it is not x86 or even close to it).
The only real problems that arise is the (expected) moaning that Microsoft is getting money from us whether we buy their software or not, and the future of Mesa or other "Free(dom)" implementations.
And there's nothing from stopping Mesa from implementing everything non-patented, and leaving the patented portions to the hardware makers. Which is still a good deal for ATI or Matrox, as they would only have to write a partial portion of the driver.
For users of nVIDIA and Windows/Mac/Linux, there is and will probably never be a problem; they write their own drivers for all three anyway.
"Free(dom)" software drivers aside, I prefer an excellent, closed-source driver(s) such as nVIDIA's to absolutely no driver at all. It isn't necessarily the HW maker's fault; they have to follow IP laws, and are often kept from releasing source code because of IP laws. If they leave out the 'locked' feature, they lose a competitive advantage, and business to the companies who do. So they choose the best path allowed by law, and provide a non-free driver to a Free OS.
IP law isn't necessarily a bad thing; it's what makes the GPL work. Were it not for IP law, there's nothing from keeping Microsoft from selling our own code back to us.
Information does not want to be free. If it did, we wouldn't have to spend billions in research, either theoretical or applied. People don't give up years of their lives and thousands of dollars to college education because information simply wants to saturate their brains; but because the information requires an active, continuous effort to both spread and simply continue to remain known. Information does everything it can to remain secret. Without our own constant vigilence, all the knowledge and information mankind has collected over the ages would hide iteself again. Skills and facts are forgotten. Books age and crumble. CD's and magnetic media decay.
It takes long, hard work to get information. The whole entropy argument ignores the fact that information is an organized substance, and entropy works against organization, and towards chaos.
While I don't agree on the period of time involved in patents (and espescially copyrights), there has to be a real financial incentive to seek and preserve information. Otherwise, the quest for information and knowledge will be left to rich eccentrics, as was the case centuries ago.
IP law is what made it possible for a person to be a scientist, and earn a living at the same time. It gave them a chance to sell the information they found, and buy their daily bread with the money gained. Without this capability -- to sell the fruits of research and thinking, we would live in a world with very few professional scientists, professional engineers, professional writers (so long to the Lord of the Rings and Dune!) We wouldn't even have flown aircraft yet, let alone flown to the moon.
This does not underscore the greatness of Free Software; it's one of the most altruistic services for all of mankind. But to expect all knowledge to be "Free" is like expecting a farmer to give away his crop.
The world would be nice if everybody shared in this way, but there is a greater human desire to have more if you work more, and that a skilled worker should have more than an unskilled worker. If there isn't an incentive to hard work, study, and the honing of skills, civilization would have never developed.
Ah Crap! Not again! (Score:2, Funny)
(throws his $500 video card in the garbage)
Re:Ah Crap! Not again! (Score:3, Funny)
(throws his $500 video card in the garbage)
Please note I'll be impersonating garbage cans all week.
Re:Ah Crap! Not again! (Score:2)
*Throws his old XT case into the garbage.*
Cell Phone Luv (Score:2, Funny)
Re:Carmack dumping OpenGL (Score:2)
Basically, write new engine, wait 6 mos-1 year, GPL old engine.
Want to license an id Software engine for commercial use? Sure, no problem. I think it runs about $1M for the latest and greatest engine (don't know if there are royalties involved as well) or $10k, flat, for an older, GPL'd engine. The key being that you pay $10k and aren't under the GPL, so you don't have to release the modifications back and open up your client to hacks.
Re:Oh no he's isn't (Score:1, Insightful)
Uh, that's the finger.planetquake.com
I think Carmack's working from an OpenGL 2.0 draft and providing input to help define it.
Re:Oh no he's isn't (Score:1)
Re:Carmack dumping OpenGL (Score:3, Informative)
Note: I'm aware that the original post was very likely a troll, but I thought that I'd quell the fears of those who took it seriously.
Re:Carmack dumping OpenGL (Score:5, Informative)
I am now committed to supporting an OpenGL 2.0 renderer for Doom through all
the spec evolutions. If anything, I have been somewhat remiss in not pushing
the issues as hard as I could with all the vendors. Now really is the
critical time to start nailing things down, and the decisions may stay with
us for ten years.
Re:Carmack dumping OpenGL (Score:1, Redundant)
Re:Carmack dumping OpenGL - Not (Score:2, Interesting)
John Carmack has never suggested changing to using DirectX, and has always supported ports to other systems.
(According to his
There will probably not be a retail box version of linux Doom3, but a binary port will be releasd as usual, as for the Mac.
Re:Carmack dumping OpenGL (Score:2)
OpenGL 2.0 (Score:4, Insightful)
Then again, remember MiniGL?
Brr.....
Re:No way (Score:3, Informative)
Re:No way (Score:1, Insightful)
There's lots of people doing "industrial" 3D work on "gamer" video cards. If the original poster had his way, the people who make software like 3DS and Maya would have to support two different graphics APIs to satisify all their users!
BTW, as an aside, it's interesting to note that NVIDIA has some new patents on tile-based rendering (originally developed at Gigapixel, bought by 3Dfx, and in turn transfered to NVIDIA). If I understand correctly, that sort of technology could allow board manufactures (ASUS, etc.) to pursue their own multi-chip designs. Maybe in the near future industrial 3D accelerators will just be made up of a bunch of cheap off-the-shelf "gaming" chips wired together.
Re:No way (Score:2)
"Intellectual property" issues?? (Score:3, Informative)
But SGI sold some of their patents to Microsoft, and I have to wonder if any of them will cause problems for OpenGL 1.4. You know Microsoft isn't about to let OpenGL dominate as the standard for 3-D graphics...
Re:"Intellectual property" issues?? (Score:5, Informative)
Re:"Intellectual property" issues?? (Score:4, Insightful)
I also doubt if the SGI sale was the result of shortsightedness - it probably had more to do with needing a quick infusion of cash. Too bad M$ had to be the one to give it too them.
Re:"Intellectual property" issues?? (Score:2)
Re:"Intellectual property" issues?? (Score:2)
OpenGL is an open specification. Anyone can write to that specification.
Re:"Intellectual property" issues?? (Score:3, Interesting)
Re:"Intellectual property" issues?? (Score:3, Insightful)
It's not as bad as all that. Microsoft is in a precarious position with respect to enforcement; Microsoft is, in a legal sense, a monopoly, and the patents constitute a further, legally granted monopoly, which they have purchased. Translation: Microsoft buys its way into an extended monopoly position. Imagine how well that will fly if there is any attempt to enforce.
Microsoft management is no doubt keenly aware of this little problem, and so we'll see that the real use they will make of these patents is for FUD, and to slow down the completion/deployment of the OpenGL 2 standard. But this too is a risky strategy, and not only in a legal sense; we're already beginning to see the public backlash. If Microsoft tries to use its position on the OpenGL ARB to slow down the process of working around their newly acquired IP, the shit will really hit the fan. It was one thing when Microsoft used its power to marginalize OpenGL on the Windows platform (thanks kindly to John Carmack for preventing that strategy from succeeding completely); it's quite another if Microsoft decides to attempt this on non-Windows platforms as well. Stay tuned.
M$ Patent (Score:1)
Great News for GLer's (Score:1)
SGI PR ERROR (Score:5, Informative)
The vote has NOT been completed yet.
Re:SGI PR ERROR (Score:2)
I read it on the Internet! It must be true!
Re:SGI PR ERROR (Score:1)
FUD fighting (Score:5, Informative)
2. MS can not enforce any patents they bought from SGI because when a feature is added to OpenGL all ARB members agree to give their relevant patents under an "ARB Contributor License"(or something like that).
3. MS will have a hard time enforcing any new patents. To quote Neil Trevett from 3Dlabs:
"To affect the creation of a specification, an IP claim must make it impossible to create ANY implementation of the specification that doesn't infringe that IP." You can not patent antialiasing/multitexture/shaders/etc, you can patent only specific alghos that implement that functionality.
Where is the spec? (Score:1)
I looked at the opengl.org site, as well as sgi.com and mesa3d.org, but the most recent spec I can find is for OpenGL 1.3
Has the spec been released, or is it only available to ARB members?
Dev Kits? (Score:1)
<a href="http://www.opengl.org">www.opengl.org</a> seems a touch or two out of date, linking only to old SGI and MS sdk's (1.2's?). even 1.3's would be a fresh relief.
my opengl coding could use a breath of fresh life.
thanks
myren
"At a glance" - and the IP issues (Score:4, Interesting)
Since SGI got the GPL religion, for them to have agreed to the inclusion of the technology in the specification implies that they think the patent is not enforcible, and that their license is still valid.
It would be nice if SGI would state a position on this and clear up the fud, wouldn't it?
-- Terry
Re:"At a glance" - and the IP issues (Score:1)
Read a little closer: "Vertex programming framework, setting the stage for user-defined geometry, lighting and shading programs". This isn't the actual vertex shading, its just a framework for vertex/pixel programs.
Re:"At a glance" - and the IP issues (Score:2)
The existance of the framework encourages the use of technology that fills the hole... just as a pothole in the road wants to be filled.
It seems to me that we will end up with it as an "optional implementation item", which means "implemented in Windows and not elsewhere because of the patents", unless SGI steps up and answers the $64,000 question: is their grant of license still valid now that they've sold the patents to Microsoft... or isn't it?
-- Terry