Now check out OpenGL 2.1 vs. DirectX 10 / 9 graphics.

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Posted 15 June 2007 - 04:39 PM

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Posted 16 June 2007 - 08:25 PM
Posted 16 June 2007 - 09:52 PM
Posted 17 June 2007 - 01:49 PM
Here we go a Article for further reading
What is going on with OpenGL right now is very exciting. This year will see two new versions of this venerable API. The first version due in July 2007 is Longs Peak (OpenGL 2.x). This is a major clean-up of the code after almost a decade and a half. Approximately three months after that we will see the release of Mount Evans (OpenGL 3.0) which will run specifically on hardware born after November 8th, 2006. We are talking about DirectX 10-class hardware, bringing all the features of unified 3D architecture to the world of OpenGL. Mount Evans is compatible with Longs Peak, but you will require OpenGL 3.0 class hardware to run everything.
OpenGL 3.0 will offer features such as instanced rendering, stream out of vertex data to a buffer, texture buffer objects, numerous new texture formats and so on. Most importantly the Khronos Group is linking OpenGL and OpenGL ES, a mobile 3D graphics API via COLLADA and glFX, so what is supported in OpenGL 3.0 will see the light of the day in ES version as well.
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Theres gonna be a 3.0 this year to
Posted 17 June 2007 - 07:59 PM


Posted 18 June 2007 - 12:14 PM
Edited by Razor VinT, 18 June 2007 - 12:15 PM.
Posted 18 June 2007 - 08:04 PM
It's called Megatexturing. A very primitive version shows up in Doom 3 and Quake 4. This is also one of the 'big things' surrounding Quake Wars. Also I believe 20GB of textures is more than a slightly ridiculous claim. Carmack's good at what he does, no debate there, but he isn't God. You don't even have that much space on a dual-layer DVD, let alone the 1GB that some soon-to-be-released high-end GFX cards will have (thinking of the Radeon HD 2900XTX here in particular) I think I remember the figure 64,000pix x 64,000pix being quoted somewhere, but it'd probably be in the several hundred megabyte range when compressed reasonably well (estimate for DXT1 maybe, I'm no expert in OpenGL compression algorithms)John Carmack demonstrated a latest technology from id software at Apple's WWDC 2007. The game uses a brand new engine called "id Tech 5" that allows developers to use 20 GB of textures in a single level. The game is in development for Xbox 360, PS3, PC and Mac OS X.
OpenGL is cross platform, so it is a good news for Mac users.
Edited by TheRealSceneGraphManager, 18 June 2007 - 08:06 PM.
Posted 09 July 2007 - 03:30 PM