by the god damn way... Apple why the heck are we still on OpenGL Version 1.4.7 ?? Tis not good enough
Where did you get 1.4.7? OpenGL Driver Monitor confirms that it's version 1.5. It has been so since before Tiger was released. Also, the big features of the 2.0 spec (like the OpenGL Shading Language, framebuffer objects) are already available on OS X. Only a couple features remain before full 2.0 compliance can be claimed.
And there seems to be some huge confusion about OpenGL support on Windows Vista...
On Windows XP (today's Windows), the default OpenGL implementation provided by Microsoft is a software renderer implementing OpenGL 1.2. No one (for the most part) ever used this, because it's too slow. On Windows Vista, the default implementation of OpenGL is a wrapper around DirectX that provides version OpenGL 1.4.
This is an
improvement over what XP offers — a massive one. OpenGL calls are acting as a shim layer to DirectX calls, yes...but it's running on graphics hardware, so it's going to be orders of magnitude faster than the software renderer provided for XP today.
On top of that, you don't seem to realize that independent hardware vendors like NVIDIA and ATI will still be able to provide their own drivers. Same as XP. They are free to implement any version of the API and any extensions that they want with their ICDs. Same as XP. They will be just as fast as they are today.
There are still implications for developers and users of OpenGL applications, but they aren't as bad as it sounds like you think it is. For games, the issue is completely irrelevant. Games are generally fullscreen applications that do not use the Aeroglass compositor, so they are completely unaffected by any of this. However, using drivers from NVIDIA or ATI (which most people are going to be doing) will cause the Aeroglass compositor to be disabled for windows that use OpenGL. This means that if the window had a border that should be transparent, it will appear opaque (since the compositor isn't handling that window).
This is a bad thing, but it's hardly an "OpenGL killer zOMG!!1!" We'll see if Microsoft finds a solution to the problem (or if it even cares) or if the default renderer's performance for such applications is good enough for developers and users.
Hmm, sorry about the length. Just wanted to clear some stuff up. Hope you made it to the end
Edit: Oh, and that video's very sweet. Love the "Fully Interactive Environments" bit, where the leaves of that plant actually react to collision, unlike most static plants of today's games.