In any case, I could care less if Amiga had a DirectX or an OpenGL, or something new.
Agreed. Ideally portability of the API isn't so much of an issue since most of the concepts are the same. As soon as shading languages come into the picture, things get nasty unless you use Cg, or roll your own.
What I care about is that there is some equivelent that lets me write shaders, preferably in a HLSL/Cg/Slang-eque language, which can compile down to the actual Vertex and Fragment program specs, and which otherwise take advantage of all the hardware features found in today's cards.
Like I said, NOVA is meant to be shader centric with the "normal" fixed-function pipeline being a special case.
I don't understand the lack of a concrete vision and story for 3D on the Amiga. Saying that such and such API is possibly coming out, and not knowing what it actually is capable of and how it works, is not what I'm talking about.
Oh, the question is different. It is either OpenGL 2.0, or NOVA, or both. If we go for NOVA, we already have a very clear idea about how it will look. However, the problem is lack of documentation. If we can get a good OpenGL 2.0 support we might drop the idea of rolling our own API, but if we had to write it all ourselves anyway, we'd implement the NOVA proposal (which already exists, internally).
*If* Nova comes out, we know quite well what it is going to be capable of. However, there are too many unknowns to consider (time not the least) therefore anything else is speculative, and saying this or that could be misleading.
At this point I would be happy with a gaurantee that such a featured API is coming out
There will be such an API. It's either going to be OpenGL or NOVA; but it *will* be one of the two, preferrably both.