OpenGL is still, and I hopeit will be, supported in Platform SDKs from Microsoft, and this is it. Don't
Microsoft tries to create compatitive technologies in order to "kill" some open standards. A recent evidence
of this is a "frozen" state of OpenMP from Microsoft. Visual Studios 2005, 2008, 2010, etc, have
libraries that support OpenMP version 2.0, and there is no any progress on version 3.0. Another example is
AMP thatclearly promotes DirectX API.
I think that the only hope for all open standards in the software industryis a support from companies like Intel, AMD,
NVIDIA, Apple, Google, etc. Unfortunately, there is no way to rely on Microsoft.
In the PC space, Intel GPA tools are primarily focused on DX Game Developers, although we have been adding support for Media and OpenCL developers over time.
We are expanding our focus to include OpenGL-ES, in order to support Android phone developers (see coverage of Mobile World Congress, etc.).
As we do this OpenGL-ES work for phones, we anticipate that we may be able to expand support in some of our tools for OpenGL developers on PCs as well. However, it is important to note that full OpenGL is a very broad set of standards, with many optional capabilities. The huge number of interfaces make full OpenGL difficult to support with some of our tools.
We are gathering feedback to help guide our decisions on OpenGL. What kind of applications are you building with OpenGL?
ps-> Others besides Viktor are encouraged to respond as well
Are you developing games on these platforms, or some other graphics application?
As to your question, we are targeting OpenGL 1.1 and 2.2 for Android systems -- once we have determined our plans for non-Android OpenGL support, well post more information on this forum.
Thanks again for providing feedback on how we can improve the usability of the tools!