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Year of the Linux Desktop

Name: Anonymous 2012-06-20 6:38

It's closer than you think!

Microsoft has decided to turn into Apple, and will be moving towards closing their OS ecosystem and focusing on making their own hardware/software products:
http://www.infoworld.com/t/technology-business/microsoft-pc-and-tablet-makers-youre-not-our-future-195877

Valve is releasing Steam and Source Engine for Linux, allowing 3rd parties to release for Linux as well:
http://www.extremetech.com/gaming/127475-valve-confirms-steam-and-source-for-linux-signals-low-confidence-for-windows-8

Valve is developing an open game system/common platform based on Linux and PC hardware:
http://www.develop-online.net/news/40592/Valve-confirms-console-and-mobile-hardware-plan

Wayland 1.0 release this summer, finally something to replace X11/X.org:
http://www.phoronix.com/scan.php?page=news_item&px=MTA4MzQ
http://www.phoronix.com/scan.php?page=news_item&px=MTA5OTY

Furthermore, the continued economic recession/depression will drive more and more businesses to adopt Linux, and this will increase spread to user's homes. As consumer's budgets become smaller, they will adopt Linux in increasing numbers as they become aware of it through the grape vine and wish to keep their old computer hardware running without relying on unsupported and out-of-date software.

Those with money will choose Apple over Microsoft.

Microsoft's business model is dead.

Name: Anonymous 2012-06-21 7:10

>>45
OpenGL lacks support for building command buffers/display lists from other threads, where as D3D11 has deferred render contexts which can handle this. There are no OpenGL extensions from any vendor which solves this.
What about the wiggle ShareLists function and the shareList parameter to GLX CreateContext? If I'm right OpenGL has been supporting this for years!

Direct3D11 implements everything that OpenGL 4.3, plus vendor extensions, implements minus the deprecated stuff in OpenGL like the immediate mode functions and fixed-function pipeline.
What about NVIDIA's bindless, GL_AMD_pinned_memory and the very new GL_AMD_sparse_texture (http://renderingpipeline.com/2012/03/partially-resident-textures-amd_sparse_texture/)?

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