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This article is crap. Unfortunately I don’t have the time or knowedge of MiniGL required to make it make sense.

  • The indication that NURBS support is at the same level as vertex specificiation is false. NURBS are supported in GLU, which is specifically intended to be a higher-level library than core GL. GL itself supports polynomial evaluators, which can be used for simpler curved surfaces such as Bézier patches, a functionality which could be (and probably is) implemented in hardware.
  • At the time MiniGL was relevant, OpenGL did not support any type of shader, although it does support volumetric textures.
  • Changed "useful in the gaming arena" to "useful in the gaming arena at the time"
  • Having some features implemented in drivers does not make it "less than useful as a HAL". Restricting it to purely lowest-common-denominator features would.
  • The "example" given of MiniGL’s variability is irrelevant; OpenGL doesn’t require display lists or line drawing to be implemented in hardware, and driver-side implementations used to be common.

--Ahruman 15:52, 9 October 2005 (UTC)[reply]

I programmed in "MiniGL" for a short period while I owned an original 3dfx board and I've rewritten the article to reflect my recollections of the history although most internet resources on the topic seem to have dried up. I hope mine is somewhat more accurate than the previous text! ThomasHarte 17:21, 10 November 2005 (UTC)[reply]