It is apparent that you downplay this issue.
I think there are enough end-of-the-world scenarios and conspiracy theories going around the web already on this issue; I don’t feel the need to add to them.
If you feel that I am specifically downplaying the issue, perhaps it is you who are “up-playing” it? Perhaps I’m looking at it from a cold, rational perspective and you’re in ther camp that wants to say that this is the most horrible thing ever and it will destroy OpenGL.
It is well known that Microsoft pays lobbyists to turn matters to their favor, but I think this time it is very difficult to cover their motivation.
And therein lies the problem. You hate Microsoft, so you are senstive to anything that Microsoft does that affects you in any way negatively. Couple that kind of attitude with the rampant exaggeration of the facts of what this problem entails, and you have mass hysteria.
Since you’re utterly convinced that your position is right, you see any less inflamitory position, irrespective of arguments, to be that of an appologist.
There’s got to be a sociology paper in this somewhere.
OpenGL is not inferior technology but appears to be, because Microsoft has found a way to play a foul using uncompetitive means.
Even if your statement against Microsoft is true (and it is purely conjecture at this point, as there are plenty of rational reasons why interfacing OpenGL ICDs to Direct3D runtimes would be something that ICD developers would have to work out), that statement has nothing to do with the actual problem. How it got there is not terribly relevant (except in how it relates with the problem at hand), and attacking Microsoft is of no value. The purpose should be finding a solution.
Your personal hatred of Microsoft has nothing to do with the problem.
This shows very clearly your motivation. You want to distract the readers from the main issue. The Microsoft generic implementation is not important, no one in the professional graphics or games field wants to use a software-only renderer today. If you count the OpenGL applications which do not have a D3D rendering path, and then add the companies using OpenGL in-house for some components, I would not say the class of people being concerned is irrelevant.
Let me get the facts straight, because I fail to grasp the logic of what you’re saying.
Right now, we have ICDs and the generic implementation. ICD’s are hardware, the generic implementation is pure (crappily written, I might add) software and frozen at GL 1.1. Buggy as well.
What Vista will give us is ICDs and a new generic implementation that is frozen at 1.4, and is hardware based and therefore faster than before.
Ignoring for the moment the issue of deactivating desktop compositing due to using an ICD (which is a separate issue and, according to JD, will likely be fixed, thus truly becoming a non-issue), your argument in this passage seems to be that advancing the generic implementation to 1.4 and making it fast enough to be useable is… bad?
Is it full D3D speed? No, of course not. But nobody was complaining about the speed of the generic implementation before. If you only had one apple before, and someone offers you five, it seems inappropriate to tell them off for not giving you 9.
Tranders has an actual point about needing an implementation that simply functions and not wanting the generic implementation to be based on the vagaries of hardware drivers. Though I might suggest that it is equally dubious to expect OS code to be either rock-solid stable or to never change (particlarly Microsoft code).
First, MesaGL is far from being a polished, professional graphics library that would pass muster against an ISO9000 audit.
Are you, by chance, suggesting that Microsoft’s OpenGL implementation would pass such an audit? Because that seems unlikely for a piece of code that hasn’t been updated in upwards of a decade.
If you don’t know how to work around these problems, then you know less than you believe about that implementation.
If a company is willing to work around problems in the generic implementation just to get their GL app up and running on it, it stands to reason that said company has the development time to work around a different set of problems in MesaGL. Both Mesa and the 1.1 software implementation are stable (Mesa particularly so when you decide not to update it). Plus, since Mesa’s source is available, they can actually go and fix the problems that they’d rather not work around. Not an easy thing in all cases, of course, but that’s beside the point.
Microsoft never committed to providing a rock-solid stable software implementation for people to rely on (particularly when that reliance is on buggy functionality). The only reason they didn’t pipe their 1.1 stuff through D3D is because D3D didn’t exist at the time. Microsoft is interested in performance in terms of graphics, and performance comes from driver dependence. If a developer needs driver-independence, they should have been using a real software implementation.
What if Microsoft said that they were changing their generic implementation to be MesaGL? If they were just going to take the Mesa source and plop it down as their generic implementation? What if Microsoft were to make bug fixes to their implementation that makes workarounds break?
Reliance on someone elses code, particularly when you have no assertions or guarentees that this code will never change, is just begging for trouble.
They’re going to have to accept the switch to a faster renderer that may not be as obviously stable in some ways. I’m going to have to learn an entirely new API for interfacing with Windows. We all have stuff to do when faced with major OS changes. It’s a fact of life; get over it.