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ManuelBast
10-28-2008, 02:38 AM
I've several questions about some technical aspects of opengl3.0.

The first is about the relation between opengl3.0 and glut (I mean, in particular, freeglut). Recently (28/10/08) Steve Baker, the official maintainer of freeglut, replying to a similar question, wrote in freeglut-developer ml:


I can easily make a release. The question is what changes we HAVE to
make to get OpenGL3.0 working.

I don't want to add a whole slew of new features - but I don't want
freeglut to degenerate to the point where it won't work anymore with
'modern' OpenGL.

So the first question is; "What changed in 3.0 that stop 'standard'
OpenGL 2.x programs like freeglut from working?" I kinda suspect the
answer is "nothing" because I don't think the ARB wanted to break
reverse compatibility. But I'm definitely not a 3.0 expert.


So, assuming on this board there are some 3.0 expert, I turn the question here: what about opengl3.0 ang glut based toolkits? They need to be modified? How much?

Thanks,

Manuel

Y-tension
10-28-2008, 06:20 AM
OpenGL 3 uses new ARB extensions WGL_ARB_create_context and GLX_ARB_create_context to initialize its context. Older methods will not support openGL3. All in all the initialization code for glut should check for these extensions as well.

ManuelBast
10-28-2008, 07:19 AM
OpenGL 3 uses new ARB extensions WGL_ARB_create_context and GLX_ARB_create_context to initialize its context. Older methods will not support openGL3. All in all the initialization code for glut should check for these extensions as well.

Thanks a lot!

So, if I've well understand, it's sufficient to change the 2 initialization methods above in order to update glut and freeglut? Nothing more?