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Thread: Using OpenGL v1.2 ICD

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  1. #1
    Intern Contributor
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    Using OpenGL v1.2 ICD

    I downloaded NVIDIA's detonator drivers and I can now run using their OpenGL v1.2 ICD.

    The problem comes when I try to use a function specific to OpenGL v1.2: I cannot compile OpenGL 1.2 functions.

    For instance,

    glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    produces a C2065: 'GL_TEXTURE_3D' : undeclared identifier

    Do I need new headers? Do I need a special OpenGL32.dll?

  2. #2
    Senior Member OpenGL Guru
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    Re: Using OpenGL v1.2 ICD

    If your driver support OpenGL 1.2 doesn't mean you are actually using OpenGL 1.2. To do this, you need a opengl32.dll (the file holding all functionpointers) that support 1.2, which does not currently exist, it's up to Microsoft to code one (unless someone else coded a new opengl32.dll, like the old SGI version, which I think is no longer supported). Until MS releases SP2 for Win2k, we will have to stick to OpenGL 1.1.

    But this is not what's wrong in this particluar case. You need a new headerfile and libraryfile (which is pointless to have if opengl32.dll does not use 1.2).

  3. #3
    Advanced Member Frequent Contributor
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    Re: Using OpenGL v1.2 ICD

    As long as microsoft won't release their new header and libraries, you'll have to use extensions even though your card support most of opengl 1.2.

  4. #4
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    Re: Using OpenGL v1.2 ICD

    Thanks. I was puzzled.

  5. #5
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    Re: Using OpenGL v1.2 ICD

    I hope to use 3D texture mapping but I can't find an extension on my video card that will support this.

    Am I out of luck? How can I use 3D texture maps?

    Extensions on my video card:

    GL_ARB_multitexture
    GL_ARB_texture_compression
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_transpose_matrix
    GL_EXT_abgr
    GL_EXT_bgra GL_EXT_blend_color
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_compiled_vertex_array
    GL_EXT_fog_coord
    GL_EXT_packed_pixels
    GL_EXT_paletted_texture
    GL_EXT_point_parameters
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shared_texture_palette
    GL_EXT_stencil_wrap
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_env_combine
    GL_EXT_texture_cube_map
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_lod
    GL_EXT_texture_lod_bias
    GL_EXT_texture_object
    GL_EXT_vertex_array
    GL_EXT_vertex_weighting
    GL_IBM_texture_mirrored_repeat
    GL_KTX_buffer_region
    GL_NV_blend_square
    GL_NV_fence
    GL_NV_fog_distance
    GL_NV_light_max_exponent
    GL_NV_register_combiners
    GL_NV_texgen_emboss
    GL_NV_texgen_reflection
    GL_NV_texture_env_combine4
    GL_NV_vertex_array_range
    GL_S3_s3tc GL_SGIS_multitexture
    GL_SGIS_texture_lod
    GL_WIN_swap_hint
    WGL_EXT_swap_control

  6. #6
    Senior Member OpenGL Guru Humus's Avatar
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    Re: Using OpenGL v1.2 ICD

    Sorry to say this, but today the ATi Radeon is the only consumer level card that supports 3d textures.

  7. #7
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    Re: Using OpenGL v1.2 ICD

    Does that mean that even if Microsoft releases an opengl32.dll for OpenGL 1.2 that use of 3D textures will be painfully slow (for all cards but the Radeon)?

  8. #8
    Senior Member OpenGL Guru
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    Re: Using OpenGL v1.2 ICD

    Yes

  9. #9
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    Re: Using OpenGL v1.2 ICD

    Doesn't the nvidia geforce 256 II GTS support 3d textures ?

  10. #10
    Senior Member OpenGL Guru
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    Re: Using OpenGL v1.2 ICD

    What do you mean by support? I got a TNT and OpenGL 1.2 drivers installed (I didn't say I got 1.2 libraries/headers and 1.2 .dll from MS, only 1.2 drivers for my card ). And if nVidia wanna call it 1.2, they HAVE to support 3D textures. So yes, if you got OpenGL 1.2 or later, you have native support for 3D textures. But wether they are supported in hardware is a different question. But today, it's only Radeon that supports HW 3D textures, in the consumer market at least.

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