OpenGL doesn't require you to use extensions

Published August 02, 2006
Advertisement
This is something I've seen in a few threads about OpenGL, especially when comparing it to D3D (I know, I know..). OpenGL doesn't require you to use extensions to access anything beyond 1.2. If you have a compliant 2.0 library plus header file then you can quite happily use any 2.0 function you like without having to use extensions, whether in GLee or not. The difficulty lies with windows, which doesn't provide access directly to 1.2+ functions. This is changing in vista to 1.5 I believe.

I'm saying this here because I don't like to start/get involved in flame wars, but it annoys the hell out of me when people suggest that OpenGL is flawed because of the extension mechanism, when in fact it's a great boon - it not only neatly solves the problem of MS's (understandable) lack of OpenGL support, but it also provides a nice way to test out bleeding-edge functions of your graphics card.

Now if you were to say something about the ARB being slow to bring extensions into the core, then you might have a point :).


btw, I'm still alive and working on my game. I'm definitely going to be entering something in 4e5, but I'm afraid that as it stands now it's a whole lot more sucky than I imagined it would be at this point.
0 likes 4 comments

Comments

Ravuya
Perhaps someone should write a guide to installing and using the GL 2.0 library and header files with various IDEs, because I had never even thought of this before. How's the backwards compatibility? Portability?

Also, thankfully the ARB is fuckin' gone. It's the Khronos Group now, which is a huge feather in their cap. And a boon for game developers of all stripes. It might also have some nice results for GDNet, if what I'm thinking is true.

Are you still working on that cool 3D RPG with the scripting language in the console (probably not)? I don't remember exactly what it was about, but I seem to remember your name was attached to it, and that at the time I thought the scripting language-in-the-console feature was the coolest damn thing ever. Of course, I've just now implemented scheme in the OS X version of Glow's console. [wink]
August 02, 2006 01:33 PM
baldurk
I'm not sure you can install 2.0 headers/libraries for windows, that's the problem. For linux it comes with nvidia drivers (no idea if ati provides them or not).

That was me, I've still got the code lying around here (although I've totally rewritten the scripting language since then, it now compiles down to bytecode if you precompile :D). I liked the scripting-in-a-console, because it meant I got all sorts of neat console syntax for free. Unfortunately the project that that was associated with is sort of dead (read: totally). However I have plans for writing some small but fun games once I'm done with my 4e5 entry, and I will be implementing cool features like that in them.
August 02, 2006 05:14 PM
Ainokea
But when most people ask "OpenGL or DirectX" they usually mean on Windows because DX isn't on any other platform so they are right, OpenGL does require extensions (If your using Windows which (90% of people are).
August 02, 2006 08:10 PM
baldurk
Quote:Original post by Ainokea
But when most people ask "OpenGL or DirectX" they usually mean on Windows because DX isn't on any other platform so they are right, OpenGL does require extensions (If your using Windows which (90% of people are).


Yeh, it is a problem that most people come up against, but it can't be said to be a disadvantage of OpenGL itself.
August 03, 2006 01:29 AM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement