OpenGL 3.0 is finally released, and it disappoints.

ARB has released the much anticipated OpenGL 3.0 spec and if you were the one following developments of OpenGL for sometime, you would know that hopes were riding high on the fact that OpenGL 3.0 would be a revolutionary redesign of an ailing and a rather old API. Apparently it’s none of that and even worse it’s actually nothing at all. OpenGL was drugging along for the past 15 years, adding on layer upon layer of muckish extensions to the point that many had expected ARB to really go ahead and make radical changes in the 3.0 specification. None of that has happened. Most of the radical changes promised have not been delivered. All that seems to have happened is the standardization of already existing extensions by making them a part of the the standard. Sad, really sad.

As a game developer and more as someone who has been using OpenGL for the past 8 years I am pretty disappointed. I was hoping to see a refreshing change to OpenGL. I am at a loss of words here; no really I am. There is really nothing more to say. The changes have been so shallow, that I wonder why it called for a major version number change in the first place. 2.1 to 3.0, phooey, it should have been 2.1.1 instead. Let me put it in another way; my current OpenGL renderer which is based on OpenGL 2.x could be promoted to 3.0 probably with 4 or 5 minuscule changes or maybe none at all! Where is the Direct3D 10+ level functionality what was hyped about? Where is the “radically forward looking” API?

What does this say for the future of OpenGL? Sadly not very much at least in the gaming arena. It was already loosing ground and there was a lot of anticipation that ARB would deliver a newer OpenGL to “take on” Direct3D. I must say that a powerful Direct3D (thanks to DirectX 11) looks all set to become the unequivocal champion when it comes to gaming graphics. OpenGL will clearly take a back seat to DirectX here. While some may argue that OpenGL will continue to flourish in the CAD arena, I am not so sure that Direct3D wont find favor over there as well. OpenGL drivers from most vendors already fall short of their Direct3D counterparts. That’s to be expected. It’s not their fault either. What else can they do when you have a 15 year old API to support whose legacy functionality is out of touch with modern day reality.

EDIT: The major thing missing as far as OpenGL 3.0 was a clean API rewrite. When you compare OpenGL 3.0 with Direct3D 11 it’s how things look from here on forward is what bothers me. Direct3D is more streamlined to address developments in hardware and while vendors could also expose similar functionality via OpenGL using vendor specific extensions, the whole situation doesn’t look too good. Making a driver that is fully OpenGL compatible will cost more in terms of manpower. That is because the specification is so large. Yes there is opportunity to deprecate things but I am not too sure how things will pan out there as well. Supporting older features on newer hardware means compromises and sacrifices in quality and performance. Driver writers cannot optimize for everything and that is why in the end performance suffers; or in worst case, ships out broken.

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