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Thread: The ARB announced OpenGL 3.0 and GLSL 1.30 today

  1. #591
    Senior Member OpenGL Guru
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Any plans to rename this function or to introduce a new one?
    How could they? It's a core WGL function; WGL is owned and "maintained" by Microsoft.

    The ARB instead has a parameter on wglCreateContext that says that you're sharing object spaces with another context.

  2. #592
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    I dont know who "owns" glx/wglShareLists. But Yes, it is deprecated by extension WGL_ARB_create_context.
    I still think this method is more "OpenGL" then "Microsoft" and probably implemented by IHV.

    Probably this is the first time we have a deprecated WGL "core" function.

    WGL is important, developers should know what not to use.
    There is no OGL without WGL/GLX/AGL/... .

  3. #593
    Senior Member OpenGL Guru knackered's Avatar
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Well it's been used to share all sorts of other things apart from display lists for a long time. Nobody complained too loudly then, why now?

  4. #594
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Because this function cannot be used in 3.0+ OpenGL. The function fails according to the docs. (effectively deprecated)

  5. #595
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    mfort, what part of they can't do anything about it don't you understand?

  6. #596
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    The notion of changing a shareList after context creation is troubling. What happens to any objects which have been created between context creation and joining a shareList? No, setting the shareList for a context should happen as part of creation, not separately. GLX had it right, MS got it wrong and we're fixing it.

  7. #597
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    What does that mean? We use one rendering context for "normal" interactive viewing and for example for creating a "large scale" snapshot of the current scene we create an additional pbuffer and call shareLists() with the "normal" rendering context in order to reuse the already uploaded textures, VBOs, ... No problems with this yet. Will this scenario not be possible in the future then?

  8. #598
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Like, either you want to share resource between contexts or you don't. Seems like maybe wglCreateContextAttribs simplifies things a bit, in that this question is answered right up front - no changing your mind later on and throwing everything out of whack. I think we're all for anything that makes the driver writer's life a bit easier...

  9. #599
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    This should work fine Hampel. When you create the pbuffer context, add it to the share group during creation instead of separately later. Here's the problem we're trying to avoid:

    Create and bind context A
    create some objects (A)
    Create and bind context B
    create some objects (B)
    Join context B to context A's shareList

    There are two possibilities here. You can either fail the call to wglShareLists() since context B already has some objects, or you can implicitly delete all of B's objects since context B now shares a namespace with context A. You cannot merge the namespaces (e.g. both A and B may have a texture named "3").

    In practice its a solved problem and not really a burden - but its messy and annoying, and WGL should have just followed the GLX model from day one.

  10. #600
    Senior Member OpenGL Guru knackered's Avatar
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    Re: The ARB announced OpenGL 3.0 and GLSL 1.30 tod

    Quote Originally Posted by Michael Gold
    its messy and annoying
    Like GL3, and you were part of its design. Those who are without sin, and all that.

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