Autodesk kills OpenGL3

Miscellaneous Forums/General Discussion/Autodesk kills OpenGL3

Apparently they didn't want to rewrite their code base, so the OpenGL3 rewrite and cleanup never came to be.
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=postlist&Board=12&page=1

From what I gather there's not any reason to update my code for OpenGL3, because all it does it make a few extensions standard.

I think we'll just skip OpenGL3 and hopefully Leadwerks Engine 3.0 will use Larabee.

3dsmax has been better with DX 9 or 10 than GL for a long time, mostly thanks to its FX shader support and DX10 if you have it. 3D apps tend to not have good support for shaders if they use GL so most people go for DX anyway.

For me it kind of makes sense why Autodesk would decide not to bother with it.

I actually use 3dsmax as a shader viewer for fxcomposer since you can load the .fx into 3ds edit the same file in shaderFX and the shader is autoupdated in the max viewport without having to mess with fx composers horrid scene setup and mesh loading. Learnt about this trick from the shaderFX author. Can easily be adapted to any world editor that displays .fx shaders really.

Thought I'd mention the last incase the leadwerks editor supports fx composer.

Ive been doing some reading and found these quotes by a contributor on the openGL forum:

This whole "Depreciation" nonsense and having two different versions of OpenGL 3.0 at the same time seems to be causing a lot of confusion here, so lets just look at it from a different angle.
The new drivers will export 3 different types of context:
1/ A 2.1 Context with extensions to add new functionality.
2/ A 3.0_Full Context that is basically the same thing as the above but with the new extensions promoted to core.
3/ A 3.0_Forward_Compatible Context which is the "Real" version 3.0 with the legacy stuff removed.

It -might- not be as gloomy as people think (hopefully not) but it appears there might be two versionings?!?.
If so why on earth dont they just say 2.2 and 3.0?

In the future these can then be implimented as the seperate "profiles" in future versions of OpenGL.
ie. the OpenGL 3.1_Legacy profile for compatability with obsolete programs, and the OpenGL 3.1_Performance profile for everybody else.


The next few months will tell i guess. I get the opinion that there's as much conjecture, confusion, rumors and hype flying around than a "windows release" at the moment. :/