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OpenGL Picard Edition
Posted: Tue Aug 12, 2014 11:35 am
by luis
Did you learn how to program in modern opengl and left the legacy stuff behind you ?
You are obsolete.
http://www.anandtech.com/show/8363/khro ... initiative
Re: OpenGL Picard Edition
Posted: Tue Aug 12, 2014 12:14 pm
by IdeasVacuum
It might take a while to code it though.
Re: OpenGL Picard Edition
Posted: Tue Aug 12, 2014 2:43 pm
by applePi
good you told us luis
they said "the purpose of OpenGL NG is to build a lower level API that gives developers explicit control over the GPU. By doing so developers will be able to achieve greater performance by directly telling the GPU what they want to do"
what i understand from this is they want to go far much complex than the modern opengl, and so pulling the rug from under the most programmers. and it will be restricted to the very few pro programmers.
so here comes the absolute necessity of a wrapper to the OpenGL NG version to be used by the general users. the wrapper should make it simple to rotate an object such as rotate(obj,x,y,z) and not needs a complex math to do this like in modern opengl.
i guess there will be a great chaos in the uncertain and fuzzy opengl future
Re: OpenGL Picard Edition
Posted: Tue Aug 12, 2014 4:11 pm
by Samuel
Interesting read. I think it's a good idea that they are rebuilding the API and making it more low level.
If they didn't OpenGL would probably become obsolete as DirectX and Mantle are both going to a lower level or are already there.
Even with this upgrade OpenGL still won't be quite as low a level as DirectX 12 and Mantle, but it can still compete as it will have the cross compatibility that the other two lack.
As for learning this new API I doubt it will be all that difficult. It will be just like when the legacy changed to the modern API.
Learn it one step at a time and keep your mind open to the changes.
Re: OpenGL Picard Edition
Posted: Fri Aug 15, 2014 8:41 am
by Thorium
They have to. The performance of the new Mantle API by AMD is destroying current versions of OpenGL and Direct3D. Direct3D will keep up with DirectX 12 and OpenGL will have to.
Re: OpenGL Picard Edition
Posted: Fri Aug 15, 2014 1:02 pm
by luis
I think the reasons are more political than not and due to battles inside a committee of committees as Kronos is.
Probably the feature with the most impact offered by mantle is the ability to do state changes with a lower overhead than OpenGL.
There is more (I don't know enough about it) but this is the first thing giving a substantial boost in the hands of everyone.
Guess what, OpenGL 4.5 just added direct state access to avoid to unbind/bind objects you want to act upon.
Also current OpenGL if used properly can reduce overhead further, but unquestionably require a lot of attention and efforts and is hard to do with the current API:
http://www.slideshare.net/CassEveritt/a ... r-overhead
Not saying a new API can't be more efficient, only that its "real" need is exaggerated. Politically is another thing.
Anyway I think OpenGL 2.1 isn't going away for a long time, not to mention current "modern" OpenGL >= 3.0.