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#ActualSik_the_hedgehog

Posted 30 November 2012 - 02:18 AM

There is a fundamental difference when going back from 3.3 to 2.1. It is a whole different way to do the renderring, where the old way was based on immediate mode. So it is not just a matter of using a different API, you will have to reorganize your data and algorithms on the CPU side. See http://www.opengl.or...i/Legacy_OpenGL for more information.

Actually, immediate mode was more of a thing of the 1.x versions. With version 2.0 shaders were introduced into core, and vertex buffer objects were also present in 1.5 if I recall correctly, so you can program in a somewhat similar way to the newer APIs if you stick to shaders and buffers only. Also you won't get geometry shaders.

#1Sik_the_hedgehog

Posted 30 November 2012 - 02:15 AM

There is a fundamental difference when going back from 3.3 to 2.1. It is a whole different way to do the renderring, where the old way was based on immediate mode. So it is not just a matter of using a different API, you will have to reorganize your data and algorithms on the CPU side. See http://www.opengl.or...i/Legacy_OpenGL for more information.

Actually, immediate mode was more of a thing of the 1.x versions. With version 2.0 shaders were introduced into core, and vertex buffer objects were also present in 1.5 if I recall correctly, so you can program in a somewhat similar way to the newer APIs if you stick to shaders and buffers only (although now buffer objects were deprecated in favor of array objects). Also you won't get geometry shaders.

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