Curious_Labs opened this issue on Feb 04, 2005 ยท 90 posts
Dale B posted Sun, 06 February 2005 at 3:36 PM
And the problem Khai, is that all those apps run different variations of 'OpenGL'. The standard has been rewritten almost as much as DirectX has, and the rapid fire introduction of Shader1, 2, and now Shader 3 has changed it even more. That fundamental standard has been shrinking steadily under the assault of corporations wanting to produce the -game card- with the kickin ass best experience. The further you stray from that base core, which is rather bland nowadays, the greater your fault tolerance slides. If they could implement an OpenGL option that was stable, releases resources correctly, etc, cool. But considering all the service releases of -every- major app that seems to include at least one reference to OpenGL (and considering the contempt some hold the CL coders in), it could be a bigger fubar than the copy protection fiasco of P5 v1.00 was. It's been pretty well proven that Nvidia and ATI are deliberately introducing code drift in blatant disregard of the 'standard' to try and woo gamers...and to make the other guys hardware look less cool. Plus if you really look at it, what are the justifcations for it? "Well, everyone does it!" In some locations, 'everyone' is tattooed from ankle to neck. Getting OpenGl display acceleration isn't going to give Poser any more credit with the app snobs. "I just spent $$$$$$$$$ on my nifty XDT346782620890 Super Gamers Card and this POS software don't use it?" Talk about asking someone else to justify something. And let's face it; the 3DFX implementation of OpenGL is pathetic to begin with. This is not easy to do; it never has been.