Mozilla’s WebGL2: an experimental WebGL implementation based on OpenGL ES 3.0
wiki.mozilla.org
wiki.mozilla.org
I also wonder if OpenGL 4.0 will arrive sooner than expected (2014, or 2015), since with Nvidia starting to support the full OpenGL in its mobile chips, the others will be falling quite a bit behind, because I don't think it will be as easy for them to support the full OpenGL on their GPU's. Nvidia achieved it simply by using its PC architecture. None of the others have that advantage. Even Intel barely got to support OpenGL 4.0 in its PC architecture, Haswell, and they're probably years away from implementing the latest OpenGL 4.4.
As memory serves, the Mesa folks usually have pretty great turnaround time on new GL feature support--and as a side effect, Intel does too.
So, do you have an idea on howto game it, to get more Hardware vendor support on Linux/Unix to become actually a "real alternative" to the DirectX competitor Microsoft? I don't believe that it's just the license, because amd/nvidia/intel give out their proprietary drivers, but we all know that they still so big time that using them is difficult.
And yes, that's why I believe that there needs something to be done in order to get Graphics Hardware vendors do a better job with their linux drivers.
1. http://en.wikipedia.org/wiki/Graphics_hardware_and_FOSS#Inte...
http://www.mesa3d.org/relnotes/9.1.5.html "Mesa 9.1 implements the OpenGL 3.1 API"
I believe I saw some recent news that 3.2 support was in the works for this fall. I'd really love to see linux intel hw gl support even hit 3.2 or 3.3 compatibility as that gets you glsl 1.5 and a bunch of improvements over 3.1. Not holding my breath for 4.x.
You can see the current status here: http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
Anyone serious about 3D should ignore Intel cards.
EDIT: Everyone downvoting me please provide benchmarks where Intel cards are able to beat NVidia and ATI cards in professional 3D settings.
He didn't like it that much.
If you're not porting OpenGL 1.x software (and thus not using APIs long considered deprecated/to avoid) there's no big issue with OpenGL ES as far as I know.
ES is supported on mobile phones and tablets, like Android and IOS, where people would obviously like browser support. If they used full OpenGL, they would lose out on those markets.
Not exactly true, AFAIK, OpenGL 4.1 was the first "full" OpenGL version which was fully API-compatible with ES (2.0, you need OpenGL 4.3 for ES 3.0 API-compatibility).
IIRC, none of the OpenGL versions prior to 4.1 were complete supersets of OpenGL ES.
In a way, using GLES2.0 is much nicer and more streamlined than "desktop GL 2.x".
Also, until very recently GLES2.0 had a "conformance tests" suite to check implementations for conformance, whereas desktop GL did not. Desktop GL only got the conformance suite about right now (siggraph 2013), starting with OpenGL 4.4.
What I see now are the great failures of OpenGL ES. Having to specify line widths in the shader. Inconsistent support for points. Not being able to predict if a shader will have one instruction too many and fall off the fast path. I've learned it to great depths but the mental pollution I had to absorb in the process has caused lasting damage in the form of resentment and exhaustion.
If it was up to me, I would scrap the whole thing and just give developers full DSPs so they can write their own renderer in a language like a hybrid between Go and Matlab, but with exact specifications and basic hardware guarantees.
Wasn't the fixed-function pipeline in OpenGL ES 1, and removed from 2.0 following the OpenGL 3.0 -> 3.1 transition?
Do they think they can just implement new web APIs without first discussing them with W3C and other browser vendors like Microsoft or Apple?
"WebGL grew out of the Canvas 3D experiments started by Vladimir Vukićević at Mozilla. Vukićević first demonstrated a Canvas 3D prototype in 2006. By the end of 2007, both Mozilla[6] and Opera[7] had made their own separate implementations.
In early 2009, the non-profit technology consortium Khronos Group started the WebGL Working Group, with initial participation from Apple, Google, Mozilla, Opera, and others.[4][8] Version 1.0 of the WebGL specification was released March 2011.[1] As of March 2012, the chair of the working group is Ken Russell."
Seems like it worked fine, so why not do it again?
To ship in a stable release, it would need to be standardized of course.