Discriminant of characteristic polynomial as sum of squares. False information should be corrected, so as not to mislead others into thinking that it’s true. @AndonM.Coleman It should be pointed out that this does not necessarily mean a loss in type safety; at least on higher levels. I suppose we'll find out on the 5th when Valve do their GDC talk.

Fortran is the higher-level; its abstractions inhibit the user or otherwise make certain performance gains impossible. Alternatively, Vulkan is to OpenGL … Also he pretty much he said that OpenGL is not gonna die as long as IHVs continue to support it which is likely the case (this was all said before in this thread). They have the same developer as well. Here, the analogy works a bit better, as the buffer/texture memory abstraction allows different implementations to have different arenas of memory, without burdening the OpenGL programmer with knowing about them. Question is if Khronos sees “keeping OpenGL up-to-date” only as adding new (Vulkan-) functionality to OpenGL 4, or actually releasing new major versions as well. 1: Vulkan is a new API with a new name. And for old applications that aren’t being supported, or developers of applications who don’t feel like actually developing their applications, they’ll have to use that. Not many. How to deal with unbalanced collaborations? It was always an abstraction, which could be wrapped around more or less anything. In Vulkan, you simply map the memory address and write to that memory location directly. Compilers are really smart; they are very good at taking C-like code and turning it into something efficient. But I doubt they’ll stop in the foreseeable future.

[QUOTE=Ident_;31392]Thanks Alfonse, this answers most of my questions and your points seem well reasoned. As the specs have not been released yet, here's a fictitious example of what it could look like: Thanks for contributing an answer to Stack Overflow! Sounds very similar to uniform buffers. Fortran may not be dead, but it has been effectively marginalized. It’s also generally clear from looking at C code whether or not it will perform reasonably well when compiled.

And you are the troll of the OpenGL forums as some one said. There’s an industry that determines the fate of every technology. Not AMD.

So OpenGL should just use Vulkan’s way. Those are their priorities. Does his opinion matter that much to any???

To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Well, yes. Will Vulkan effectively "replace" OpenGL or not?

Since it was clearly addressed at me. I see GLsupport as a library layer ontop of VK. Vulkan will work well if you fit it into an engine that already implements its own validation and command scheduling; that's kind of its point, not to duplicate that work. One big SSBO or multiple small ones in Compute Shaders OpenGL.

If there is no major changes anymore then learning/teaching or making new projects in OpenGL could be seen as riding a dead horse. And they are no less valid than yours.

From what I understand, this is not glUniform*() specific: glUniform*() is merely an example used by the author of the article to illustrate the way Vulkan works with regards to communication between the host and the GPU. Twice. In two years, I would expect to see OpenGL implementations still around. However, that opens up another fear I have about OpenGL, namely that it might, after the Release of Vulkan, by the vendors only be seen as a compatibility graphics API, existing only to support the “old implementations”, and thus not worthy of real updating or bug-fixing. Why was there no 32bit or 64bit versions of M68000 & 65xx line of CPUs? OpenGL-only applications are generally quite rare. There’s just too much need to support older hardware.

On the guitar, why the treble strings should be wound clockwise while the bass strings should be wound counterclockwise? Valve’s Steam survey gives us a good picture of the desktop realm.

And, as Ratchet pointed out, it’s only because it’s the only game in down, not because it’s better than the competition. But overall, the number of direct users of the API will become decidedly insignificant.[/QUOTE]. When the hardware cannot handle their favourite applications, games, CAD, OS, …etc.[/quote].

OpenGL will be around for a while yet. The equivalent in the OpenGL analogy to a C compiler is the OpenGL driver. Why it's news that SOFIA found water when it's already been found? [/QUOTE].


Is there any difference between that and using Uniform Buffers? OpenGL 3.2+ Core Profile, or similar.

And that means that Khronos doesn’t really have to do much to keep OpenGL up-to-date. There are many reasons, so let’s contrast these reasons against Vulkan v OpenGL. And you are the troll of the OpenGL forums as some one said.”. I did listen. Perl script from Ubuntu doesn't run on Debian. That's two steps: In Vulkan, you simply map the memory address and write to that memory location directly. Making statements based on opinion; back them up with references or personal experience. Of course, the question is loaded, as what constitutes a “major” application is up for debate. Small batches, for example; it’s certainly not apparent why that’s a bad idea, if you just look at the API. At the end of the day, IHVs exist to sell GPUs, and breaking mission-critical software doesn’t sell GPUs. :- A gamer plays a game well, but game development appears a tricky thing to them because of so many things in it. How do UBOs/SSBOs differ from Vulkan's shader memory bindings? Similarly nearly all glGet* require a round trip to the driver before it returns unless the values are shadowed in user space. However, from what I understand from discussions here and the info given in the presentation, Vulkan is supposed to be a low-level API that will exist alongside OpenGL.

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