We are getting off-topic by more commenting and over criticising others.
Considering some of the more ludicrous and/or ignorant claims on this thread, criticism should be expected.
Then would PS3 and PSP, or any other console, be ready to re-create their OpenGL based SDKs to meet LP?
1: Why would they need to? It’s not like new GL features would matter to them. Hell, PSP can’t even support half of OpenGL as it is.
2: It’d probably be a good idea for them, as it’s more efficient for their hardware.
Who suggested LP by the way? If not 3DLabs, then sorry I cannot trust that.
3D Labs doesn’t matter anymore; they don’t have a say in OpenGL since they’re not making OpenGL parts. They exist, but they make OpenGL ES parts now.
Further, pretty much everyone suggested Longs Peak. Not necessarily the exact results, but the general idea of a revamped API that served everyone better. And pretty much everyone supports the “backwards compatibility be damned” aspects of this design.
Your being considered a jerk for accusing someone of writing bad code without any idea of the kind of code that person writes speaks for itself.
Well, let’s look at the situation.
In terms of the specific complaint, good code would be code where the rendering is properly abstracted from the rest of the CAD program, such that changing, perhaps radically, how the rendering works would not require substantial modifications to the code that uses the renderer. Bad code would be code that does not provide such an abstraction, or said abstraction is not sufficiently abstract.
(note: I’m not saying that this is the definition of “good code”. I’m only using this for the purposes of this discussion)
Now, if you’re complaining about Longs Peak having an API that makes fixed-function style programming more difficult. If you’re working with good code, you have no right to complain. Just do your job, take a couple of weeks (outside estimation) and write what you need to make everything happy with Longs Peak. If you’re working with bad code, someone wrote bad code. As I said, them’s the breaks; you’re having to maintain bad code, and that’s unfortunate. Believe me, I feel your pain, as I’m taking care of some hideous code at the moment myself.
However, instead of complaining about how you’re getting the short end of the stick, you could use this as an opportunity to turn that bad code into good code. Since you’re already going to have to change how rendering works drastically, you may as well make it into a proper abstraction. So that the next time the graphics rendering system changes substantially (say, when raytracing comes along), you (or whomever is maintaining the code) will be set.
Alternatively, you could simply not use Longs Peak. After all, nobody’s making you. The 2.1 implementation will still be there for many years (or, at least, 2-5 years). Just like a developer did not have to switch from D3D 5 to D3D 6 just because a new version of DirectX came out.
But if you find yourself needing new features, well, tough. You’re in the 1-5% of the OpenGL using population for whom using Longs Peak offers few incentives. Somebody’s got to be, and it just happened to include you.