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DarkKiller

What extension do you successfully use?

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Hi all, I was just wondering what kind of extension do you use and why. It would be nice if you could upload some samples with sourcecode for me and many others who are new to extensions... Thanks for your support! Dark McNugget next time... [edited by - DarkKiller on April 30, 2003 6:34:50 AM]

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The first and most popular extension is ARB_multitexture.

You may then use famous widely supported little features such as EXT_texture_edge_clamp, EXT_fog_coord, EXT_texture_filter_anisotropic, EXT_separate_specular_color, EXT_secondary_color, and much more.

Recently, fragment shading has been widely improved. Cheap chips support ARB_texture_env_combine and ARB_texture_env_dot3. The GeForce series support NV_register_combiners and NV_texture_shader (texture shaders since GeForce3). The Radeon 8500 and 9000+ series support ATI_fragment_shader. And recently, the unified ARB_fragment_program extension is supported by Radeon9700+ and GeForceFX+.

Vertex programming inspired by Direct3D''s vertex shaders are available through the ARB_vertex_program extension (some nVidia cards also support extensions like NV_vertex_program and NV_vertex_program2).

Vertex performance has been unleashed thanks to the NV_vertex_array_range and ATI_vertex_array_object extensions, and recently the unified ARB_vertex_buffer_object extension.

There are 200+ extensions available at the OpenGL Extension Registry.

For some extensions, source code example is provided at the end of the spec. If you want source code or tutorial, we''d better not post too many of them in this thread since it would tend to be pretty long
Lots of tutorials and demos (some with source code) are already available over the web.

nVidia and ATi are ptretty proud of their own extensions. If you want information about vendor-specific extension, you should take a look at http://developer.nvidia.com or http://www.ati.com/developer

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