The OpenGL ARB has formally released the OpenGL 2.0 specification. This not only included things like the improved OpenGL Shading Language API’s, but a bunch of other new features as well. The highlights are;
This brings OpenGL up to speed with DirectX 9, and since most of the folks on the ARB are video card manufacturers whom have to support DirectX as well, it’s in their interest to have as few differences as possible. Given OpenGL’s extension mechanism (which is rumored to be considered as a possible feature for DirectX 10), and the rapid development of the last few OpenGL versions, it’s obvious that the hardware folks don’t want Microsoft to dictate the way that 3D graphics are going to look in the future. So…should you go for OpenGL or DirectX? Just listen to John Carmack from his Feb. 2003 .plan Reasonable arguments can be made for and against the OpenGL or Direct-X style of API evolution. With vendor extensions, you get immediate access to new functionality, but then there is often a period of squabbling about exact feature support from different vendors before an industry standard settles down. With central planning, you can have “phasing problems” between hardware and software releases, and there is a real danger of bad decisions hampering the entire industry, but enforced commonality does make life easier for developers. Trying to keep boneheaded-ideas-that-will-haunt-us-for-years out of Direct-X is the primary reason I have been attending the Windows Graphics Summit for the past three years, even though I still code for OpenGL. |
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