GL 2.0 Formally Released

At Siggraph it was formally announced, but they had to still sort a few things out (related to super buffers IIRC). Well, yesterday (Sept 8) they formally released the spec to the world and it seems as though super buffers are in. Here’s the formal link to the release:

http://www.opengl.org/documentation/opengl_current_version.html

Steeling the front page info from OpenGL.org

[] Programmable shading - With the new release, both OpenGL Shading Language and its APIs are now core features of OpenGL. New functionality includes the ability to create shader and program objects; and the ability to write vertex and fragment shaders in OpenGL Shading Language.
[
] Multiple render targets that enable programmable shaders to write different values to multiple output buffers in a single pass.
[] Non-power-of-two textures for all texture targets, thereby supporting rectangular textures and reducing memory consumption.
[
] Two-sided stencil with the ability to define stencil functionality for the front and back faces of primitives, improving performance of shadow volume and constructive solid geometry rendering algorithms.
[*] Point sprites which replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.

So, how long until we get a new build of JOGL with the 2.0 features :wink: ;D

Super buffers are not in and probably never will.

I imagine we’ll get OpenGL2.0 support into LWJGL just as soon as there are some stable drivers on general release too.

Cas :slight_smile:

[quote]I imagine we’ll get OpenGL2.0 support into LWJGL just as soon as there are some stable drivers on general release too.
[/quote]
Good to hear, now we can all sleep with easy minds :). I’ll bet JOGL will have 2.0 binding one day earlier ;). Just kidding, not trolling ;D.

Hmm…nah, unless they can have it ready by midnight (GMT+02:00)! :wink:

[quote]Super buffers are not in and probably never will.
[/quote]
What do you think multiple render target is about then?

GL2.0 has become something of a non-event IMHO. The ‘interesting’ bits were really GLSL and uberbuffers. Now uberbuffers have been indefinatly postponed and GLSL is avalible in existing GL as an extension.

[quote]What do you think multiple render target is about then?
[/quote]
If supported, you can output different colors to multiple buffers simultaneously, from a single shader. Multiple passes in one. ATI_draw_buffers, which then became ARB_draw_buffers and now into the 2.0 core.

[quote]GL2.0 has become something of a non-event IMHO. The ‘interesting’ bits were really GLSL and uberbuffers. Now uberbuffers have been indefinatly postponed and GLSL is avalible in existing GL as an extension.
[/quote]
That’s why many people said it should have been OpenGL 1.6, not 2.0.

Yes, my point is that you have super buffers in all but name only. With the combination of render to vertex array, multiple render target and floating point textures, you have everything that super buffers is trying to do, just without the extra function calls.

Not there yet, EXT_render_target (or whatever it’s going to be called) is still missing. But, I agree, we already have (almost) super buffers functionality.

Not that versioning matters, but I’d prefer a 2.0 with all these in the core ;).

I haven’t checked the OpenGL Extension Registry, but are there updated gl.h, glext.h, etc. header files with the OpenGL 2.0 routines in them? If so, could someone please file an RFE on the JOGL Issue Tracker to update JOGL’s copy of these header files? Thanks.

I haven’t seen one on opengl.org yet. Maybe there is one that could be scarfed from the spec PDF doc. Perhaps the Mesa guys have one already written up?

…and what do you know, we have GL2.0 support already in CVS :slight_smile: Time to play catchup!

Cas :slight_smile:

What exactly was JOGL missing? Ken added ARB_shading_language_100, ARB_shader_objects, ARB_fragment_shader, ARB_draw_buffers, ARB_texture_non_power_of_two, and ARB_point_sprite five weeks ago. They mention something about separate stencil but don’t say what changes were involved.

Catchup!? Don’t worry too much guys, JOGL rocks so much that GL2.0 can come a little later.

Das :slight_smile:

LOL :smiley:

Cas :slight_smile: