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OpenGL not exactly platform independent

Andrew Smith | 30 December, 2007 | 3:08
With platform defined as the combination of operating system, video chip, and drivers OpenGL is far from being platform independent. From opengl.org:
One of the greatest strengths of OpenGL is that it was designed to be readily extensible to accomodate new hardware innovations. Using the OpenGL extension mechanism, hardware developers can differentiate their products and incorporate new features by developing [...]
I didn’t copy-paste the whole thing because this really says it all. My understanding/feeling at this point is that OpenGL is both:
  1. a standard (with several versions) and chip makers do or do not claim to implement it, and
  2. a framework, meaning a chip maker can use existing interfaces and infrastructure for making/promoting/delivering his own features
The 2 is the problem, as those features are not intended to be standardised (though sometimes they are, in a new version of the standard). So when a programmer writes something that uses an extension present on his chip, later porting that code to work on all chips is a seriously nasty business. Which of course is what I’m doing now. Oh well, if it were easy it wouldn’t be worth doing :)
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C3DL Development News

Bounding Boxes on Collada Objects

I ran into a nasty bug that has left me scratching my head recently. It involved taking the work Patrick has done on picking, more specifically his bounding box code and integrating it with Collada objects. It seemed pretty straightforward when I first started working on it, but I have had little success. [...]

A hair away…

Alas, I have approached the summit. With my hands, I have created a Mac application, which runs, and has the customized chrome interface. This alone is an incredible feat for me, since I rarely create GUI-based programs, and I certainly haven’t developed them on a Mac before. The only problem is that the canvas element [...]

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