you do only stuff that's also possible with fixed function, you can write this in a way that it supports the full range of OpenGL-1.1 to OpenGL-4.x with only very few runtime conditionals in your code. For OpenGL-4 you also need a Vertex Array Object to hold the Vertex Array state.Īs long as the shaders are not mandatory, i.e. Basically all you need to do is replicate the fixed function pipeline by supplying the right shaders and associate the Vertex Arrays into the right attributes. It requires only minimal code to support OpenGL-4 once you've got Vertex Arrays set up. Vertex Arrays have been available since OpenGL-1.1. ).īoth, display lists and immediate mode, are the huge roadblocks for you. To achieve that I do the drawing in opengl 1.x ('immediate mode', display-lists. There's currently a lot of development going on to make it OpenGL-4 compatible. I know that the Blender-GUI uses OpenGL 1.x If OpenGL-4 features are to be used, then so much of the internal structure of the program is to be changed, that compatibility profile no longer matters. However I don't see any sane reason why somebody wanted to use it. Technically there is a compatibility profile available, actually. A OpenGL-1/2 compatibility profile is only available with OpenGL-3
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