   Reaction to OpenGL3.0
  Well i just chanced upon this video and i think it mirrors the reaction from the majority of OpenGL users. Really good laugh.
  Too long, too late. Not a bad video, but some of the spelling errors were egregious: you look silly calling someone a buffoon when you can't spell the word (twice).I guess I'm just not as emotionally invested because a.) I didn't care about OpenGL until maybe five months ago, so I don't feel betrayed; and b.) I own a Mac, so I'll be using OpenGL no matter what. But it's nice that you got that off your chest. Feel better? [smile]   ;  LOL.I was waiting for GL3.0 day by day. When it came out, the taste of old rusty iron and the stink of dead suggested me to go away.I'd still wonder when, if I'll be able to go back to GL - this is why I am here today - what a coincidence you decided to post this!Thank you very much for sharing!It took me years, but in the end, I was finally able to smile on this painful issue.   ;  I must admit that a smile came on my face when he said: `even John Carmack will hate us now'. But all in all OpenGL 3.0, and certainly OpenGL 3.1 isn't too bad. Lots of stuff is now deprecated which means it is easier to find the fast path for doing things. The API is much  cleaner now, which is a good thing. Getting lots of often used extensions into the core makes sure every vendor has to implement them, which is good as well. For example AMD is doing a very reasonable job in providing OpenGL 3.0 drivers. Things such as texture arrays are nice, removing lots of necessary bind calls. Same goes for the vertex array objects. Framebuffer objects have less restrictions now, which is also a good thing. OpenGL 3.1 brings the uniform buffer, which is nice too.So we don't have the object oriented approach which was promised, but some good steps have been taken. Seeing OpenGL 3.1 after 6 months was a bit a surprise, but a good one. Lets hope Khronos will now keep their promises (I know, they certainly need to prove now that they can) and release OpenGL 3.2 in another 6 months.I started developing with OpenGL 3.0 (only using the non-deprecated stuff) a while ago and so far I'm liking it. While some things are harder to achieve, but there is less cluttering because it is easier to see the right path to take.   ;Quote:Original post by TheFlyingDutchmanFor example AMD is doing a very reasonable job in providing OpenGL 3.0 drivers. I'd like to comment on this. In the past, due to the absolutely abominable GL drivers from ATI, we've moved to NV only for the GL backend, and made a D3D backend for everything else. Now recently, out of curiosity, I tried the GL backend on a HD4870 - and it worked flawlessly ! I wasn't expecting that.So yeah, at least the driver situation seems to be improving.;Quote:Original post by Yann LQuote:Original post by TheFlyingDutchmanFor example AMD is doing a very reasonable job in providing OpenGL 3.0 drivers. I'd like to comment on this. In the past, due to the absolutely abominable GL drivers from ATI, we've moved to NV only for the GL backend, and made a D3D backend for everything else. Now recently, out of curiosity, I tried the GL backend on a HD4870 - and it worked flawlessly ! I wasn't expecting that.So yeah, at least the driver situation seems to be improving.Yea same,  I work with OpenGL alot, both programming and application wise. And surprisingly it runs flawlessly not a single problem yet, and I'm using a mobile gpu with the desktop modded drivers to run on a mobile card.   ;Quote:Original post by Yann LI'd like to comment on this. In the past, due to the absolutely abominable GL drivers from ATI, we've moved to NV only for the GL backend, and made a D3D backend for everything else. Now recently, out of curiosity, I tried the GL backend on a HD4870 - and it worked flawlessly ! I wasn't expecting that.So yeah, at least the driver situation seems to be improving.I come back  and find everthing has changed! At least something went for the better. ( :D intended)So, what's this guy going to do now?   