• Advertisement

Archived

This topic is now archived and is closed to further replies.

OpenGL When we meets OpenGL 1.3?

This topic is 6003 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Advertisement
I''m waiting for OpenGL 1.2 first.... it might take some months till it''s available on Windows Systems.. OpenGL 1.3? maybe a few years?

cya,
Phil

Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states

Share this post


Link to post
Share on other sites
What do you mean 1.2 will take months? Ive been using it for years.

The software driver that comes with windows is only 1.1, but the drivers for most (if not all) hardware is upto 1.2.

Share this post


Link to post
Share on other sites
Hmmm... sure? I gotta look it up..
cya,
Phil

Visit Rarebyte!
and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states

Share this post


Link to post
Share on other sites
I dont know if this will work on non nvidia cards but if you want to use opengl 1.2, you can enable it through an extension. GL_VERSION_1_2 is the name of the extension. I use it and it works great.

-SirKnight

Share this post


Link to post
Share on other sites
It''s only OpenGL1.1 on windows systems, but drivers are made for 1.2 and you can access 1.2 features through the extensions mechanism, however it''s not 1.2.

If it was 1.2 you shouldn''t have to access standard 1.2 functions through extensions.

OpenGL1.3 should be out soon, I hope they''ll release new Red and Blue books very soon after availability.

M$ just don''t like to have to deal with something they have no control over, that''s why they don''t update the OpenGL version in windows.
(They promote DirectX that way)


-* So many things to do, so little time to spend. *-

Share this post


Link to post
Share on other sites
I thought they were releasing 1.3 at siggraph next weekend.

The fanatic is incorruptible: if he kills for an idea, he can just as well get himself killed for one; in either case, tyrant or martyr, he is a monster.
--EM Cioran

Opere Citato

Share this post


Link to post
Share on other sites
*sigh* I really wish I could attend this kind of stuff... And, since I can''t, I really wish they could tell us all this stuff on some geek only channel... And since they can''t, I really wish I could attend this kind of stuff.

But, really, OGL 1.3 is nice in concept, but, how long until windows (the dominant OS) is going to even give us 1.2. I mean, without Windows... OGL will lose some programmers.

------------------------------
Trent (ShiningKnight)
E-mail me
Shining Darkness- A division of Chromesphere Studios

Share this post


Link to post
Share on other sites
anyone know if they are going to make some of the current extensions like multitextureing and lightmapping standard with the next update?

Share this post


Link to post
Share on other sites
IIRC multitexturing is a standard feature on OpenGL 1.2...The reason its still accessed through the extention mechanism is that OpenGL for Windows is still at 1.1, despite the 1.2 spec being finalized since forever.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
It is not a problem if Krosoft does not release an OpenGl 1.2 implementation!

If you have a decent graphic card, her driver support it.

If you have an old hardware, you can use the MESA software implementation.

And if you''re not happy with Billou, simply install Linux or buy a Mac!

Share this post


Link to post
Share on other sites
why don''t some smart programmers... (I''d volunteer) write an installer & build an implementation of OGL 1.2 for windows? If the support for 1.2 is in the opengl video drivers, can this be that hard?

Ranger

Share this post


Link to post
Share on other sites
quote:
Original post by Ranger_One
why don''t some smart programmers... (I''d volunteer) write an installer & build an implementation of OGL 1.2 for windows? If the support for 1.2 is in the opengl video drivers, can this be that hard?


SGI already did. Microsoft won''t let them release it, and just ignores it. Microsoft wrote one too, it''s been going through ''testing'' for way over a year now (from what I read in the ARB meeting notes).

[Resist Windows XP''s Invasive Production Activation Technology!]

Share this post


Link to post
Share on other sites

Info on OpenGL 1.3


Then I just have to wait for nvidia to leak the drivers.

The fanatic is incorruptible: if he kills for an idea, he can just as well get himself killed for one; in either case, tyrant or martyr, he is a monster.
--EM Cioran

Opere Citato

Share this post


Link to post
Share on other sites
What? What''s this I hear?

Wow...from all the talk in the OpenGL vs DX debates, I was under the impression OpenGL only had one version and that it supports everything that''s coming out in the next 300 years...

G''luck,
-Alamar

Share this post


Link to post
Share on other sites
quote:
Original post by Alamar

What? What''s this I hear?



Wow...from all the talk in the OpenGL vs DX debates, I was under the impression OpenGL only had one version and that it supports everything that''s coming out in the next 300 years...




OpenGL supports anything that can be made into an extension in any version. New versions mean that extensions become standard features, and you can always expect a 100% complient set of drivers to have that feature instead of testing for it first .

[Resist Windows XP''s Invasive Production Activation Technology!]

Share this post


Link to post
Share on other sites
u c there is one problem with opengl ... its too bloody good!! i meen look at it version 1.1 has been around since about 1995 and has been desighed in such a way that this veriosn could posibly go on forever (still want 1.3 though) just goes show how u should create software!!!

~prevail by daring to fail~

Share this post


Link to post
Share on other sites
Sarcasm about something you do not understand is not a good idea. I have the impression that Alamar thinks the new version is about support for new features like a new version of DX.

Share this post


Link to post
Share on other sites
Do you really think that Microsoft will even bother releasing 1.2 when 1.3 is here. (that is if they ever do release something, I dont think they ever will)

Share this post


Link to post
Share on other sites
I stopped caring about microsoft. If we all develop games or other programs with 1.3 and windows isn''t supported then we''ll have to develop for linux and other operating systems. Microsoft will learn sooner or later

-----------------------------------------------------------
"People who usualy use the word pedantic usualy are pedantic!"-me

Share this post


Link to post
Share on other sites
Yeah,

I know that like most of the people are using Windows, so if you develop for another OS, you won't make a lot of sales / get popularity, but if you want Microsoft to change, going along with their schemes isn't going to help. I too have finally given up on caring about MS, I just use their stuff. I hope MS has a change of heart (yeah, right), and decides to make available 1.3. Where's a good OpenGL chat? I've given up on NeHe's... =[
but who am I to tell you all what to do? I still program for Windows (because I don't have Linux).

IT'S TIME TO START A REVOLUTION!

_Buster_

oh by the way Buster != _BUSTER_


dotspot.cjb.net
______________________________
Check out my for sale domain name!

http://www.Theatermonkey.com



Edited by - _BUSTER_ on August 16, 2001 3:29:39 AM

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Tags

  • Advertisement
  • Popular Now

  • Similar Content

    • By reenigne
      For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials
      I also run grhmedia.com where I host the projects and code for the tutorials I have online.
      Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month.

      Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views.
      Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags.

      At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. 

      I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. 
      I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site.

      I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month.
      I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like.
      I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month.
      Maybe another fee if it is related but not directly in the content. 
      The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process.

      So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable?
      Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea.

      I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos. 
    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
  • Advertisement