What's do you want neXt in OGL
#1
Posted 29 January 2003 - 02:12 PM
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.
#3
Posted 29 January 2003 - 07:58 PM
#5
Posted 30 January 2003 - 08:27 PM
what i want is a programable blending unit with floatingpoint precicion.. and branches in the pixel unit..
then i can finally raytrace..:D
-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....
#6
Posted 31 January 2003 - 11:17 AM
Take a look at shadow volume techniques (Doom3 anyone?) and i think you'll aggree that the stencil buffer is WAY TOO inflexible!
#7
Posted 02 February 2003 - 02:28 PM
#9
Posted 02 February 2003 - 02:35 PM
though, there isn't a real good helper library to load arbitary meshes in gl yet.. there is devIL, great for textures.. but meshes?..
-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....
#10
Posted 02 February 2003 - 02:39 PM
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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.
#11
Posted 02 February 2003 - 02:41 PM
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#12
Posted 02 February 2003 - 02:43 PM
donBerto said:
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))
-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....
#13
Posted 02 February 2003 - 02:50 PM
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#14
Posted 02 February 2003 - 02:51 PM
-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....
#15
Posted 02 February 2003 - 02:58 PM
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and back to helper libraries:
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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
#16
Posted 02 February 2003 - 03:07 PM
He who knows not and knows that he knows not is ignorant. Teach him.
He who knows not and knows not that he knows not is a fool. Shun him.
#17
Posted 02 February 2003 - 03:07 PM
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..
-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....
#18
Posted 02 February 2003 - 03:08 PM
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#19
Posted 02 February 2003 - 03:10 PM
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'nuff said.
#20
Posted 02 February 2003 - 04:14 PM
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..
-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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