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What's do you want neXt in OGL


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#1 CyraX

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Posted 29 January 2003 - 02:12 PM

With nVidia and ATI competing with each other, things have been going smooth for most of the game developers who are being thrown more processing power to use. As usual the developers swallow it whole.
Now the question is what do you think is still missing in OpenGL?
What might be added to it in order to really pack some punch.
Lighting is one of the areas where beter support could be expected.

#2 baldurk

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Posted 29 January 2003 - 06:26 PM

High level shading language, better extension system perhaps.
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#3 godEcho

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Posted 29 January 2003 - 07:58 PM

standarization (and inclusion) of common opengl extensions would be nice.
-luke

#4 baldurk

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Posted 30 January 2003 - 06:28 PM

how about kicking MS off the ARB. What's up with that??
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#5 davepermen

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Posted 30 January 2003 - 08:27 PM

who cares about microsoft in there..


what i want is a programable blending unit with floatingpoint precicion.. and branches in the pixel unit..

then i can finally raytrace..:D
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#6 Morgoth

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Posted 31 January 2003 - 11:17 AM

Some true arithmetic for controlling buffers...perhaps?
Take a look at shadow volume techniques (Doom3 anyone?) and i think you'll aggree that the stencil buffer is WAY TOO inflexible!

#7 MMU_FOX

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Posted 02 February 2003 - 02:28 PM

I hope can directly to load object to 3d world....like direct x can load object -> .x ......load image..... :blink:

#8 baldurk

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Posted 02 February 2003 - 02:30 PM

well, as far as I can tell, that is actually isn't DirectX. It's the "helper" library.
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#9 davepermen

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Posted 02 February 2003 - 02:35 PM

yes, its d3dx, a (quite handy) helper library..

though, there isn't a real good helper library to load arbitary meshes in gl yet.. there is devIL, great for textures.. but meshes?..
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#10 donBerto

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Posted 02 February 2003 - 02:39 PM

Quote

I hope can directly to load object to 3d world....like direct x can load object -> .x ......load image.....
i think i know where you're getting at. I don't know if directx has built-in support for different image types but one can easily make their own. like what baldurk said:

Quote

well, as far as I can tell, that is actually isn't DirectX. It's the "helper" library.

as far as what I would like to see in the next OGL, if at all possible, an even faster pipeline [hardware issue?] and maybe better handling of some functions if at all possible. for example, initializing display lists requires that there be an active rendering context. i think it would be nice if it didn't have to but maybe they have their reasons.
Imagine.

#11 baldurk

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Posted 02 February 2003 - 02:41 PM

I don't really think you need one. Loading some of the simpler model formats is pretty damn easy. If you can't manage that, you can always use your own format.
baldurk
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#12 davepermen

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Posted 02 February 2003 - 02:43 PM

donBerto said:

as far as what I would like to see in the next OGL, if at all possible, an even faster pipeline [hardware issue?] and maybe better handling of some functions if at all possible. for example, initializing display lists requires that there be an active rendering context. i think it would be nice if it didn't have to but maybe they have their reasons.
hm.. the way it is does make sence if you know a bit of hw..

and what about the pipeline, what is slow about it (except some vendors who design some rather bugs into the pipeline, like nvidia did (and possibly still does:D))
davepermen.net
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-No matter what it means to myself....

#13 baldurk

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Posted 02 February 2003 - 02:50 PM

I think you need an active rendering context because the data that it compiles is saved with the rendering context. Like texture stuff. Am I wrong?
baldurk
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#14 davepermen

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Posted 02 February 2003 - 02:51 PM

nope, you're right. espencially display lists get partially stored into video mem. and only a valid gl context does have access to video mem.
davepermen.net
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#15 donBerto

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Posted 02 February 2003 - 02:58 PM

Quote

and what about the pipeline, what is slow about it (except some vendors who design some rather bugs into the pipeline, like nvidia did (and possibly still does:D))
i just meant that maybe there's a way to make it faster. i'm not complaining - it's pretty fast now. I guess i'm just trying to push the envelope.

and back to helper libraries:

Quote

I don't really think you need one. Loading some of the simpler model formats is pretty damn easy. If you can't manage that, you can always use your own format.
i think the point baldurk is trying to make is that helper libraries are nice. they make things easy, if not simple [never confuse the two]. but as far as having it built-in, maybe it's not necessary. the last thing you want to do is be forced to use a built-in mechanism especially if you have something against it. an example is my not-so-favorite .bmp format. if OpenGL made it so that bmp file format was built-in, i'd feel obliged to use it. sure i could use other file formats but keeping in mind that it's built in, it may have low-level code [getting at close-hardware support, making it possibly faster] and having or using a high-level user-made file format may not be as fast...

i wouldn't be surprised if directx had built-in support for bmp. after all, wasn't bmp "founded" by an ms-developer?

anyway, i didn't mean any flame-mongering comments. and sorry for my heavy use of quotes ;7
Imagine.

#16 baldurk

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Posted 02 February 2003 - 03:07 PM

I reckon I could probably get better performance by writing my own <whatever> loader than using a helper library. That's because a helper library is a layer on top of the actual API. Also, because I'd learn a lot more that way
baldurk
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#17 davepermen

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Posted 02 February 2003 - 03:07 PM

dx doesn't have builtin support for loading anything.

but there is d3dx, wich comes with the sdk, wich provides helper funcs. it provides funcs to load textures from files, in different formats. mainly i think jpg, tga, bmp, and possibly some others.. don't really remember..


and yes, worst would be to be forced to something..
davepermen.net
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#18 donBerto

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Posted 02 February 2003 - 03:08 PM

Quote

and only a valid gl context does have access to video mem.
that makes sense. I still think it would be cool if there was a decent, ethical work-around so you can put things into video memory without the context for faster loading without looking at a blank or still screen. bleh - i don't even care. :lol:
Imagine.

#19 donBerto

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Posted 02 February 2003 - 03:10 PM

Quote

I reckon I could probably get better performance by writing my own <whatever> loader than using a helper library. That's because a helper library is a layer on top of the actual API. Also, because I'd learn a lot more that way
the best way to go about it.

'nuff said.
Imagine.

#20 davepermen

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Posted 02 February 2003 - 04:14 PM

performance is not important, its the last step..

and you would code the same a library would do for you. you code a layer above gl, too..

and loading meshes does not have to do anything with gl anyways.. its about fileformats and all..
davepermen.net
-Loving a Person is having the wish to see this Person happy, no matter what that means to yourself.
-No matter what it means to myself....





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