[Scaramanga] “Thanks for that, it was openGL. Will i be missing much performance wise with openGL and when should i use openGL??
No, not in your simple scene.
[Scaramanga]
Why did adobve even bother allowing its implementstion if it doesnt support all its features?? Is it worth enabling at all? Is there any updates or anything?”
Ahem, please calm down. OpenGL is an industry standard defined by an independent board, members of which are device manufacturers and software developers. They define a set of rules and functions that tells software how to interact with certain hardware and OpenGL is that rulebook. Like any book, it contains several “chapters” and is published in multiple “editions”, meaning that OpenGL is constantly revised to improve it and add features. However, there is nowhere written in stone, which features must be supported by anyone, neither on the hardware side nor the software side. If a manufacturer thinks it is good enough to use OpenGL 1.3, even the most expensive graphics card with support for OpenGL 2.0 won’t change anything. So as you see, there is two sides to the story. In case of AE 7.0 OpenGL 2.0 is supported, but since certain blend modes are not defined even in this standard, they are not there. It is likely that they will be supported in the future and Adobe will implement them as “custom hardware shaders” which are also allowed in OpenGL (new functions are programmed based on existing routines and thus allow to expand functionalities, several of the hardware accelerated effects work this way), but at the current point you can scream as much as you want and spend thousands of dollars on a new computer – it will not change anything.
Mylenium
[Pour Myl