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About mrluzeiro

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  1.   This is something that comes up a couple of times a year.   I'd caution you to be absolutely certain that the hardware you're targetting is still actually in use before imposing this limitation on yourself.  Have you researched your target audience or are you working from gut feeling/personal preference here?  Because nowadays "very old hardware" can have multiple meanings and they may be surprising.     Hi mhagain, This evaluation will be for an opensource EDA CAD tool (Kicad) for the 3D visualization mode. That is a type of tool that can be used in schools and universities. We have a report that in a high school in Italy (Europe), they still have for example 50% 15 year old Pentium IV in their labs.   We have also reports from users that are using the application in machines with cards: Ati Radeon 9550 128 mb (2004 - 11 yrs old) Nvidia 5200 128mb (2003 - 12 yrs old) GeForce 9500GT (2008 - 7 yrs old) Intel GM945 (2006 - 9 yrs old)   In this cases (special in the schools), we cannot assume that they are running updated drivers or the vendor drivers. So the idea to support the very basic openGL is to provide always some kind of 'safe mode' for this cases.
  2. Thanks again for the suggestions, I believe I come with a solution that will work for me.   First to clarify, from a point of view of the old support, I just need that old materials (ambient color, specular color) with triangles(normals, color per vertex) with that simple gouraud shading. So that is something supported since the very beginning of openGL I believe. No extensions are planned. Visuals and speed are not a concern.   With the help of your suggestions I come with the idea to use Vertex Arrays (glDrawArrays or the interleaved ) so it will be the same vertex structure for the two modes, then, I must design some "engine" using OOP that will abstract (and simplify) the use and display of models (material + mesh) and then implement it specific for the two modes. I must create some abstraction for camera position, load of the models, display (based in some position / scale / transformation) etc..   Let me know if you know about some libraries that implement something similar. Thanks.
  3.   I understand now, that could be an approach.     It is the very old GPU / drivers, not the API style it self.     That can be another possibility, using vertex arrays. I will learn about it.   Thanks all.
  4.   Would you like to explain it better? What do you mean "on top" ? Will that mix the two somehow at same time? Thanks!
  5. Thanks for the answers. I mean by "legacy" the glBegin style with no extensions. So, the very basic of triangles, vertex color, vertex normals, textures. light. Something that will look like a beginner did in end 90's No openES but it will need to support *nixs (linux and macOS) and win.
  6. Thanks. I am also looking for a way to structure the data (polygons) so it can be more easily used in the two versions. What format could be handled by the two verions?
  7. I am developing a tool that need to support as a wish the old legacy openGL, but I still would like to make the things easy to be used with new openGL (using minimal switches and code reuse) The thing I need to develop dont need special features, just show triangles, simple color materials, normals, maybe textures. It would be something that can be done with legacy openGL, but I would like to still be able to use to extended in future to use some more features from shaders.. Could you suggest some tutorials or way that I can achieve this goal?
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