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Which OpenGL version?


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#1 Telios   Members   -  Reputation: 398

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Posted 17 June 2012 - 02:11 PM

Hiya,


In addition to Direct3D projects, I'd like to have an OpenGL game demo on my portfolio to show - but I'm unsure which version is more appropriate. The game technically only requires DX9-era graphics hardware to run, but I'm aware that the corresponding OpenGL 2.1 API is now considered outdated.

Would an employer rather see a demo which uses an older API version, but can run on a wide range of hardware? Or a more modern API version (3.0 onwards) which 'artificially' requires higher-end DX10-level hardware?

Any advice is appreciated, thank you.

Cheers.

Edited by Telios, 17 June 2012 - 02:11 PM.


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#2 clb   Members   -  Reputation: 1787

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Posted 17 June 2012 - 02:18 PM

I've done interviews for programmers, and my thought is that I don't care if you've done OGL2 or OGL3. The more important things related to GPUs I test is whether they can do shaders or not, and whether they understand the concept of writing code that's executed by two separate processing cores (cpu & gpu) in parallel, and what kind of implications that has, performance and code structure-wise.

As a programmer, I don't touch OpenGL 2 at all. In my hobby engine where I don't care about legacy compatibility, it's just Direct3D11 and OpenGL3. That takes a lot of headache away, and keeps things simpler.
Me+PC=clb.demon.fi | C++ Math and Geometry library: MathGeoLib, test it live! | C++ Game Networking: kNet | 2D Bin Packing: RectangleBinPack | Use gcc/clang/emcc from VS: vs-tool | Resume+Portfolio | gfxapi, test it live!

#3 Telios   Members   -  Reputation: 398

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Posted 17 June 2012 - 02:41 PM

Thanks for that, it's useful to know.

Cards with DX10 / OGL3.3 support have been around since 2006-ish (iirc), and as it's a portfolio I would hope I'm unlikely to run into legacy DX9 cards. I'll stick with 3.3.

Cheers!




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