Hi J-S,

Responses below:

[...]
Actually someone on that thread said that bugs in deprecated functionality were likely to appear often, which to me suggests that nVidia might never fix this bug because it relates to built-in uniforms which are deprecated, and just using your own uniforms instead of gl_LightSource[] works fine, so why should they fix a deprecated feature?

I think that breaking gl_LightSource usage in fragment shaders is actually a major problem. On this forum there are three of us who admitted it affected them. Probably few more did not mention it. How many OpenGL developers outside OSG community do pixel lighting ? I bet there thousands if not tens of thousands who were or can be affected in the future. Its not just a minor issue, so I guess NVidia will do something about this sooner or later. I hope they will, despite the fact, they did not respond to my bug report at all ;-(. I am telling myself they probalby did not, because they already knew about it.

I actually wonder how true that is, based on this text that can be found on nVidia's site (http://developer.nvidia.com/object/opengl_driver.html) :

-------------------------------------

4) Is NVIDIA going to remove functionality from OpenGL in the future?

NVIDIA has no interest in removing any feature from OpenGL that our ISVs rely on. NVIDIA believes in providing maximum functionality with minimal churn to developers. Hence, NVIDIA fully supports the ARB_compatibility extension and Compatibility profile, and is shipping OpenGL drivers without any functionality removed, including any functionality that is marked deprecated.

5) Will existing applications still work on current and future shipping hardware?

NVIDIA has no plans for dropping support for any version of OpenGL on our existing and future shipping hardware. As a result, all currently shipping applications will continue to work on NVIDIA's existing and future hardware.

-------------------------------------

Yeah, I thought about the same ;-). Are NVidia continued legacy OpenGL support statements still valid ?

But then again, that text might just be PR speak and wishful thinking. If some feature is deprecated (OpenGL 2.x, built-in uniforms, etc.), and less developers are using it over time, how many resources are they likely to devote to fixing bugs that appear in that feature?

Of course, from the version number jump, we might assume that nVidia did some big work on their drivers lately, maybe even a rewrite of some or all of them. If that's the case, then they might have had to rewrite the deprecated parts too, and since they most likely tested these parts less than the others, it could explain why we see some bugs in it at this point. This is all conjecture on my part of course, but this kind of thing happens pretty often in development projects...


I think NVidia was adding support for OpenGL 4.0 & 4.1 for Fermi based GPUs and they screwed something in shader compilers. If this was a minor issue they could ignore it, but I think its huge problem for many developers and NVidia should be aware of its importance. So I really think they will fix it. If they are not and will continue such attitude, then one day ATI will start to have better quality drivers. And it won't happen because ATI drivers improved ;-) Btw, I would love ATI/AMD OpenGL drivers improve so we have a real competition in OpenGL.

What do you think? I don't know what to think at this point, but since we have an acceptable workaround I'm not too concerned. I just hope the situation doesn't go downhill from here (at least not before OSG has a good transition path to OpenGL 3+ that we can use).


Since, I said before I think they will fix it, I can now play a little devils advocate ;-). I actually think that such OpenGL legacy support policy prevents faster progress. I think that DirectX has now edge over OpenGL and now dictates the pace of 3D graphics. This success was partially achieved by Microsoft policy to do a revolution with every major DirectX release. They redefined whole API and removed all stuff that did not fit anymore. With such attitude developers were forced to adapt but they also gained a lot. With compatibility profiles OpenGL cannot progress that quick. And number of OpenGL new and older calls & usage combinations certainly makes building fast & well behaving drivers more difficult. So I would rather like to see some revolution is OpenGL and adapt my code to pure OpenGL 4.0 profiles than deal with unexpected driver errors.

In any case, let us know if you ever get news from the bug report you sent. In the past when I've reported bugs they've been rather quick to respond, but maybe that has changed too...

As I said I have not heard from them after bug report. But I hope its a good sign and it means they are working on the issue.

Wojtek


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