below is the excerpt.
these are my reasons
;)
a.) i have no idea how
carmack is doing this but iirc he has 3 or 4 (john scott told me it was
at 4, but i e-mailed john C. and he only mentioned 3; that was more recent)
code passes going on.
i have 3 sets of graphics
functions for each card (ati, geforce, regular) but this is just getting
crazy. i suppose c++ would have made this easier ;/
b.) i was somewhat fine
with the above stuff, but then mark decided to plaster 72 point bold font
down the center of every single page in the new NV_vertex_program spec!
explain to me how this
is going to "promote an openness" ?
if i where at ati i
would be afraid to even download the damn thing!
i know kilgard made
a killing of the stock, as did i but still there is a limit.
money is good but there
is the "right thing to do"
c.) extension specs are
getting longer and longer. there are so many architectural changes
we are having to go through to support every "cool" gl extension.
d.) the whole extensions system started out as a way to "promote innovation and new ideas", But, apparently companies seem more bent on sueing each other then furthering the api...
e.) vertex shaders are
damn fast! ;)
the spec is not to large
and the instruction reference is simple and easy to understand.
unlike the NV_vertex_program
heh, mark decided to
name it NV_vertex_program because shaders denote a type of fragment operation
type.
heh.
i' mean c'mon, we are
computer programmers we are known to name things wrong :)
f.) before vendors didn't
have everything in hardware, there roadmap was to get the full specification
in hardware.
now that they have done
this, they are making there "own roadmaps".
in *general* this is
not a "good thing" for us.
now we look at microsoft, they have "been" playing catchup, but they *do* have a "future" roadmap, and they talk with us all the time.
i converse regularly with mike and tony about "what to do next".
>accidentally posted
by Pierre Terdiman
hehe, ;)
pierre
also brought me to the darkside as well ;)
we had a discussion
about d3d and GL.