
Originally Posted by
Mars_999
Can someone explain to me a few items here,
2. What are you all talking about when glMatrixMode() and what about using glTranslatef() glRotatef() ect... do we need to keep track of matrices ourselves now? Like DX?
Looks like most (if not all) fixed function vertex stuff is going away in the future including glMatrixMode(), etc. Best to read the spec, on page 404 (section E.1. PROFILES AND DEPRECIATED FEATURES OF OPENGL 3.0). So if you want to do matrix math you do it application side outside GL. Then either pass the matrix in as a uniform, fetch it via vertex texture fetch, or have it sent to you via vertex buffer (ie if you had one matrix per vertex).
As for profiles, I think you may find this useful,
http://www.opengl.org/registry/specs...te_context.txt
HGLRC wglCreateContextAttribsARB(HDC hDC, HGLRC hshareContext, const int *attribList);
"If the WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB is set in WGL_CONTEXT_FLAGS_ARB, then a <forward-compatible> context will be created. Forward-compatible contexts are defined only for OpenGL versions 3.0 and later."