Heres the transcript of it, but here is a little tidbit of what Carmack said in it
Hmm, Carmack is using nVidia stuff, so he will use their extensions, hmm, why not code stuff for ATi stuff? Oh well thats what happens when one company floods u with their cards....
Here is the rest of it, its pretty long, so hopefully ull get through it all http://www.gamedev.net/communi...ic.asp?topic_id=266373
Some of that is due to hardware API issues. Right now I'm using the OpenGL p-buffer and render-to-texture interface which is a GOD AWFUL interface, it has far too much inheritence from bad design decisions back in the SGI days, and I've had some days where it's the closest I'd ever been to switching over to D3D because the APIs where just that appaulingly bad. Both ATI and Nvidia have their preferred direction for doing efficient render-to-texture, because the problem with the existing APIs is not only are they crummy bad APIs, they also have a pretty high performance overhead because they require you to switch OpenGL rendering contexts, and for shadow buffers that's something that has to happen hundreds of times per frame, and it's a pretty big performance hit right now. So, both ATI and Nvidia have their preferred solutions to this and as usual they're not agreeing on exactly what should be done on it, and it's over stupid, petty little things. I've read both the specs, and I could work with either one, they both do the job, and they're just silly syntactic things and I have a hard time empathising why they can't just get together and agree on one of these. I am doing my current work on Nvidia based hardware so it's likely I will be using their extension.
Hmm, Carmack is using nVidia stuff, so he will use their extensions, hmm, why not code stuff for ATi stuff? Oh well thats what happens when one company floods u with their cards....
Here is the rest of it, its pretty long, so hopefully ull get through it all http://www.gamedev.net/communi...ic.asp?topic_id=266373