Originally posted by PK:
I could go for a more formal deprecation protocol for extensions. It could be as simple as an ARB vote followed by moving the extension to a deprecated list in the extension registry.
I’d support that idea. Have the ARB vote, move it out of the official list and add a comment at the top of the specification saying that it’s deprecated and replaced by extension XXX. Check out the RFC system, that seems to work quite nicely.
It might also be an idea to do a check amongst the ARB members which extensions are not supported by anyone anymore. Those could be safely removed.
A little spring cleanup wouldn’t hurt, just be gentle.
Originally posted by dirk:
Because you can only create OpenGL object ids in the thread that has the active OpenGL context. If you are in a multi-threaded environment, only one thread can have the context bound, and that’s usually not the thread that the application works in. For these situations it’s much nicer to be able to manage the id handling totally separate from OpenGL in your own manager. Been there, doing that, pulling my hair about how to support the new model (not really, but it is more painful than the old way).
Sorry, I didn’t understand why in a multithreaded environment, you want to manage the IDs yourself.
OpenGL (core) really is very elegant, simple and flexible.
Agreed, but I’m not the one who wants to cut anything out. You should direct that to daveperman.
I for one want every possible concept out there be converted to an extension, and be put in the core, starting from GLSL (after a couple of revisions).
You can also do crazy stuff like multi-indexing, which is not possible without copying in VertexArrays and related variants.
Tell me what your GPU is and I will tell you it can’t handle multi indexing.
All GPUs are hard wired for certain vertex formats. Think of the driver as your guide dog.