Share with us how are you using the powerrrr of the force
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by registration information » Thu Jul 28, 2005 3:55 am
The unProfessional wrote:As far as I know, CG and HLSL are basically identical... Nvidia=CG, Microsoft=HLSL.
ATI & 3Dlab =
GLSL = OpenGl 2.0
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by BigB » Thu Jul 28, 2005 6:10 am
Ww started with glsl,but it's too limited yet, i don't think the glsl available at the time was complete ( no ideia how it is now ).
There was no way to do skeletal animation in hardware using glsl, so, we droped it and went to cg
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by Assembler » Thu Jul 28, 2005 8:12 am
and GLSL is from Microsoft!
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by BigB » Thu Jul 28, 2005 9:16 am
No it isn't
Actually, i don't know if microsoft had a saying in the glsl definitions, dunno if they have a seat in the arb meetings.
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by registration information » Thu Jul 28, 2005 9:20 am
Microsoft is just claiming intellectual properties over the low level vertex shader of the GLSL.
Seems Microsoft left ARB a time ago. They don't actually care about OpenGL anymore since they do have DirectX :o)
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by BigB » Thu Jul 28, 2005 9:23 am
Yes, i think i read somewhere that they didn't care about opengl support anymore, i wonder what will they do regarding Windows Vista.
I don't think they can afford not to support opengl, many applications rely on it.
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by Code-R » Thu Jul 28, 2005 12:38 pm
Actually, Windows Vista is said to ship with an OpenGL 2.0 DLL and Library, saving a lot of wglGetProcAddress. GLSL was an initiative made by 3dlabs for the High level shading language, and currently 3DLabs and nVidia have the best GLSL Support. ATi has had flaky GLSL support, but it's been getting better...
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by Twixn » Thu Jul 28, 2005 5:28 pm
nVidia got their GLSL support up quite quickly...mostly cos its just a new face to Cg.
Im sure if Microsoft had any say in GLSL it would still be in the conceptual (eg, no competition for HLSL) stage.
OpenGL 2.0 in Windows Vista? Its good... i just find it funny that OpenGL 1.1 is about 10 years old, and still competeing with the ever changing DirectX
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Failure is not an option!...It comes bundled with the software.
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by Electron » Fri Jul 29, 2005 8:03 am
1.1 isnt competing with d3d. Its only because of extensions thats its a viable technologival competitor. Of course OGL is simpler than d3d and more flexible (IMHO).
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
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by The unProfessional » Fri Jul 29, 2005 12:28 pm
OGL is probably more intuitive to understand when reading the code. But I eventually took preference to D3D.
1.1 is only competing due to extensions, where as the D3D API changes with every major release to support new hardware features.
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by Electron » Fri Jul 29, 2005 12:44 pm
the extensions change with every major hardware release too. And hte only reason we have to deal with extensions is because MS wont release updated OGL libraries for windows
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
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by Code-R » Sun Jul 31, 2005 8:08 pm
OpenGL 1.1 can't compete with DX8 or above. What's happening is that we use extensions to get to the 1.4/2.0 functionality, that's what can compete.
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by Twixn » Mon Aug 01, 2005 1:25 am
Well, i'll put it like this...if you are using Windows XP or lesser, then you are using OpenGL 1.1 and that hasnt changed in about 10 years.
Is it entirely because of extensions, but thats how OpenGL was designed anyway...the fact is, Windows XP or lesser uses OpenGL 1.1, and its still a viable 3D Renderer and directly comparable to D3D due to its extenable design.
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by Code-R » Mon Aug 01, 2005 6:00 pm
No. You're using OpenGL 1.1 Link-Time Library, and you get later functionality with run-time loading and linking.
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by registration information » Tue Aug 02, 2005 2:57 pm
Anyway, that's not really interresting :-P
Don't forget this thread is related to the Vatan engine which is more interresting :o)
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