>But WHOSE standard is it
wolf posted it. but more than that, the manufacturers AGREED to it, and then made mistakes (or "updates", or "customizations" whatever you want to call it) when implementing it. that's like breaking a contract. "oh yea, we support the entire opengl standard. see? got a pretty logo certification stamp right on our box! of course, we do do SOME things a 'little' differently..."
without following standards nothing would work together. that's kinda the agreement you make when you get into the game. sure make whatever you want, but if no one knows what the h%ll you're doing, there's gonna be problems. you can believe what you want about my feelings for adobe, but you're wrong.
>surely it is not unreasonable to expect a workaround, not a trenchant statement that it is someone else's fault and then to do nothing effective about it
i've seen adobe do several workarounds in the past. ps7 had a problem with terabyte sized drives due to a microsoft api bug. they worked around it in CS1. i saw them work around a kpt3 bug because no one was updating that popular plugin anymore. but sometimes it's just not possible. there are some things that underly everything else and they NEED to work as advertised. and there's nothing you can do to work around them, except to disable the features that need the problem pieces.
an argument can be made if it was wise for adobe to go down the opengl route at all. i'm not getting into that, but i might come down on the side that it was probably not wise, for the gains and changes they made. that's not the issue. the issue is now that they HAVE made that change, the video manufacturers need to step up to the plate and fulfill their side of the bargain.
sorry david j, i'm not following any "adobe line". i'm speaking as a pro developer myself (not having anything to do with adobe) who knows the need to follow standards and specs when you're interacting with products that also agree to follow that standard.