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For the love of God, why you put that irrelevant scheme with a penguin there? Is OGL somehow linux specific? Nooo. So why the hell that crappy irrelevant illustration has been put there? linux guts are NOT of interest for the OGL article. their depictions in no way depict OGL. Jeez, it's way too moronic. crappux zealotry is overflowing. this is just disgusting and totally antiencyclopAEdic. — Preceding unsigned comment added by 188.190.1.60 ( talk) 20:16, 6 May 2017 (UTC)
how is ogl being developed by SGI? i believe info in info box should read 'khronos', and SGI, ARB or whatever historical involvnemt should be mentioned somewhere in text, no? 83.25.69.155 ( talk) 20:36, 13 May 2009 (UTC)
Does not OpenGL stand for Open Graphics Language? (compare IrisGL). /Mikael —Preceding unsigned comment added by 212.117.81.29 ( talk) 08:26, 26 October 2009 (UTC)
I cannot find a reference that OpenGL actually stands for Open Graphics Library. Is it possible that OpenGL is simply a name by itself, and does not stand for anything? -- Jephir ( talk) 02:31, 8 May 2010 (UTC)
The Examples section would benefit by explaining how one might actually try out the example code. Is there an OpenGL interpreter or compiler to execute the code? Or how would one submit that code to their graphics card? I suspect there are many answers to these questions, but a simple explanation of where to look would be apropos. 76.197.0.39 ( talk) 21:21, 1 January 2012 (UTC)
I think a section on noteworthy implementations should be added -- preferably in a tabular format which includes entries with project name, developers, platforms it works on, GL compliancy level etc. For example
Project | Developers | Platforms | OpenGL APIs | Status |
---|---|---|---|---|
Mesa3d | Mesa3d developers | X11, Windows, Mac OS X, OS independent, others | 2.1 | Active |
nVidia drivers | nVidia | Windows, Linux/X11, Mac OS X | 4 | Active |
ATI drivers | ATI/AMD | Windows, Linux/X11, Mac OS X | 4 | Active |
Please note that the above information is not likely to be completly accurate. FrederikHertzum ( talk) 20:40, 12 December 2010 (UTC)
Project | Developers | Platforms | Supported Hardware | OpenGL API Version | Status |
---|---|---|---|---|---|
Mesa3d | Mesa3d developers | X11-GLX, KMS/GLE-Framebuffer, Win32, Win64, Other Windows, Mac OS X, OS independent, others | AMD/ATI, nVidia, Intel GMA, Software Rendering. | 3.x w/4.x extensions (Hardware dependent) | Active (Legacy drivers for other hardware unmaintained) |
nVidia drivers | nVidia | Win32, Win64, Linux/X11-GLX, Mac OS X | nVidia graphics chips | 4.x (Legacy drivers 3.x/2.x) | Active |
AMD "Catalyst" drivers | AMD | Win32, Win64, Linux/X11-GLX, Mac OS X | AMD/ATI Graphics Chips | 4.x (Legacy drivers 3.x/2.x) | Active |
Could someone more knowledgeable of OpenGL devise a better, non-deprecated, helloworld-style example? I quickly looked at some of the more popular tutorials and their first examples are 200 lines of code, which kinda doesn't fit here imho. Anyways imho immediate mode code is not representative of modern OpenGL and it should either be revised or removed 88.193.60.243 ( talk) 06:41, 28 March 2012 (UTC)
I deleted the "written in" note a couple of weeks ago, but it's been restored with a reference. I'm deleting it again, and thought I'd better explain why.
OpenGL is explicitly not written against any single language (the specs don't even use function signatures and tokens which match the C binding). The version 4.3 spec only mentions C a few times, and only ever in the context of a "language binding". On page 10: "Languages such as C++ and Javascript ... permit language bindings with simpler declarations". Seems pretty clear-cut that C doesn't have any special status, from the spec's perspective.
The source cited seems pretty dubious. No references are given, and "OpenGL" could refer to Mesa3D, the OpenGL binding for Windows, the most commonly-used bindings, most OpenGL drivers, etc.
The entry could be replaced with something like "Written in: Multiple languages", but that seems sort of misleading. I think OpenGL's language-agnosticism is best represented by removing the entry altogether.
77.101.163.231 ( talk) 08:08, 20 October 2012 (UTC)
I'm pretty sure what made it into OpenGL 3.0 was GL_ARB_map_buffer_range. The ARB extension borrows a little from Apple's earlier flush_buffer_range extension, but the final GL3 spec matches the newer ARB extension more closely (notably: it offers glMapBufferRange() like the ARB extension and not glBufferParameteri() like the Apple extension).
https://www.opengl.org/registry/specs/ARB/map_buffer_range.txt
https://www.opengl.org/registry/specs/APPLE/flush_buffer_range.txt
(EDIT: er, specifically, the ARB extension says it's a subset of the 3.0 functionality, made available for pre-3.0 implementations...so maybe the reference to APPLE_flush_buffer_range is correct as-is.)
Ryancgordon ( talk) 03:23, 14 March 2014 (UTC)
I removed the following text from the GL 4.5 section on DSA:
The referenced article makes no such claim about DSA. The ArsTech article states that DSA is a feature D3D has had for years, but nowhere does it call it the equivalent of D3D12 or Mantle.
Korval ( talk) 20:48, 17 January 2015 (UTC)
Should there be a mention somewhere about the relationship of OpenGL to Apple's Metal API? Is Metal a complete replacement of OpenGL (meaning "competitor" like DirectX)? Or something that can "work along side OpenGL" - I would presume allowing the main program to directly alter things that OpenGL doesn't allow the main program to do (I don't really know..), or perhaps allowing Apple's much-touted "motion coprocessor" to interact directly with the GPU?
I can't imagine Apple completely dropping OpenGL, because there have to be an large number of scientific visualization and modeling applications out there that aren't just going to drop OpenGL just because Apple has a new API - and are going to continue using new OpenGL features as they are added in the future. (Then again, this is Apple)
Or is Metal being advertised right now as "Apple's Game Rendering Engine". I guess this would create a situation like when (or if) Apple had it's Quickdraw3D and (if) there were also OpenGL extensions available for the classic MacOS? Jimw338 ( talk) 17:31, 17 June 2015 (UTC)
I feel like this article does not require a long list of added extensions. This information is freely available in more sensible places, such the Khronos website. In addition, the article's layout is unconventional and seems hard to follow. Any opinions on this please? -- Pingumeister( talk) 13:02, 3 January 2017 (UTC)
See
. [1] [2] [3] [4] [5] [6] — Preceding unsigned comment added by 95.90.229.210 ( talk) 14:26, 25 January 2017 (UTC)
References
The Khronos Group maintains an extended list of OpenGL-conformant products
See https://www.khronos.org/conformance/adopters/conformant-products#opengl
Also in OpenCL — Preceding unsigned comment added by 95.90.229.251 ( talk) 14:59, 28 January 2017 (UTC)
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For one, the page now leads to something irrelevant, and secondly, SGI went bankrupt so any archive of said page is probably outdated now. Should we link to this page instead? Lvivtotoro ( talk) 12:00, 22 September 2019 (UTC)
See https://www.khronos.org/registry/OpenGL/index_gl.php — Preceding unsigned comment added by 2A02:6D40:3485:2101:388D:CF6A:5BC5:17CB ( talk) 19:53, 8 December 2019 (UTC)
I have a few suggested improvements for the article, but I wanted to bring them up on the talk page because they would change or remove large bodies of the text.
Thank you for reading; input, addition, and criticism is appreciated.
👻NebulousPhantom 💬 17:46, 18 March 2021 (UTC)
I noticed that the template for the Khronos Group standards listed OpenGL as being "inactive". I was aware that development on it had generally stagnated since the creation of Vulkan, but I didn't think that it was inactive—there are, after all, plenty of applications still using it. So is it truly inactive, or just dormant for a bit? 2600:1700:E4C0:9EA0:D1E1:35BF:9040:9E5B ( talk) 22:03, 25 March 2022 (UTC)
Hello all. I checked the page for a quick reference a few times lately, and every time I did, I spotted an inaccuracy of one sort or another (just now corrected one more) – which means there might be many more inaccuracies which are still there. Since the page seems to be regularly maintained, and I'm by no means an OpenGL expert, perhaps it make sense to make a concentrated effort to check here all facts, dates etc.? 188.66.33.83 ( talk) 06:29, 3 June 2022 (UTC)
MoltenVK is now open-source (and has been for some time) at [1]KhronosGroup/MoltenVK
it is now maintained by the Khronos Group Eteled286 ( talk) 21:39, 21 September 2022 (UTC)