Well, the late developments WRT Vista seem to suggest that we’ll be
able to just use OpenGL on all platforms and be done with it. Very
good news!
However, there are a few 3D chipsets for which there are no OpenGL
drivers at all, and AFAIK, some versions of Windows required manual
installing of third party drivers for any OpenGL acceleration at all.
In current and previous versions of Windows, there seems to be no
real solution to that problem, short of proprietary wrappers.
Few enough remaining that you can just ignore them without losing
significant numbers of sales? I don’t know, but many in the indie
games community suggest that there are quite a few of these
problematic systems out there.
My impression is that, at this point, releasing a non-hardcore Win32
title that requires OpenGL, is asking for trouble.
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
| http://zeespace.net - 2.5D rendering engine |
| http://audiality.org - Music/audio engine |
| http://eel.olofson.net - Real time scripting |
'-- http://www.reologica.se - Rheology instrumentation --‘On Tuesday 21 March 2006 23:14, Lazy Foo’ wrote:
David Olofson <david olofson.net> writes:
If you’re running a machine that doesn’t support OpenGL, you’re
not a hardcore gamer.Even the non-hardcore gamers will have enough OpenGL support. It’s
not like they’ll need the latest version of GLSL for glSDL.