ynsaen opened this issue on Jun 15, 2004 ยท 44 posts
Dale B posted Tue, 15 June 2004 at 11:00 PM
I think she's referring to the continual bawl for GL implementation.... There could be a couple of benefits; it would permit realtime transparency rendering, and more sophisticated previewing of light sources. It could be used to speed up the work area redraw, and alleviate some of the jerkiness you can get in the dials, for instance. That said, it also opens up a =HUGE= can of worms. Open GL was at one time a solid, cross platform API. What was GL for one was GL for all. Them days is long gone, as each game card vendor twists the standard to suit their cards and chip design. Parts of the API have been changed to squish in the pixel and vertex shader technology. Things that used to work simply don't anymore. They try and compensate for that with trickery in the drivers, and that leads to the current mish-mash of driver roulette. Gamers tend to save copies of drivers that work for them, simply because the next driver upgrade could easily break what was a perfectly stable system. The big apps use GL quite successfully....but they also code to the GL standard that exists in things like the Oxygen series of cards, which in a straight Open Gl bench test would wipe the floor with -all- the gaming cards. The scanline renderer is old. But it also is independant of the video hardware; it will run on a GeForce FX or a 4 meg Trident ISA card from 10 years ago.