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OpenGL 3.0 - The End is near
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Enter the missing letter in: "I?ternational"
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[quote][b]hybrid[/b] wrote: I cannot see any problems with this approach. I never favored the new "object oriented" radically changed API either, which might still come as OpenGL 4 then. But the new API is far more reduced to the necessary elements, is very near to OpenGL-ES 2.x, and backward compatible with only a few exceptions. The advantages of OpenGL besides portability are availability of geometry shaders and SM4 even on Windows XP, early access to special settings which might never be available from the DX API, and continuity (of the API development and usage). Don't know if you already programmed with DX10/10.1, but neither support for it on many platforms, nor writing easily maintainable code for both DX9 and DX10 in at least similar ways seems possible. What adavantage do you get from an API which is only available for a very few systems out there and will change radically in the next few month again? IMHO, the ARB did the best for OpenGL they could do. If only they would add a check for hardware acceleration of extensions, that would have avoided two erroneous releases of Irrlicht (which both suffered from low FPS due to software rendering...)[/quote]
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