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Thread: OpenGL, OpenGL extensions and OpenGL shading language?

  1. #1
    Intern Contributor
    Join Date
    Jun 2009
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    Question OpenGL, OpenGL extensions and OpenGL shading language?

    Hello,

    I am new to OpenGL extensions and shading languages. I am working on windows machine. Before starting up with a project, I would like to know what is difference between normal OpenGL, OpenGL extensions and OpenGL shading language? When these three can be used?

    Thanks

    Regards
    Rakesh Patil

  2. #2
    Member Regular Contributor
    Join Date
    Jan 2012
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    OpenGL is a graphics library, GLSL (the OpenGL shading language) is a part of OpenGL and used to write shaders. Extensions are additional, optional parts of the library. For modern OpenGL you will need OpenGL and GLSL.

  3. #3
    Intern Contributor
    Join Date
    Jun 2009
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    91
    Hi Menzel,

    Thanks for your quick reply. You said,

    For modern OpenGL you will need OpenGL and GLSL.


    From where can I get these and how to start through the programming process?

    Thanks again

    Regards

  4. #4

  5. #5
    Super Moderator OpenGL Guru
    Join Date
    Feb 2000
    Location
    Montreal, Canada
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    4,264
    Quote Originally Posted by rakeshthp View Post
    Hi Menzel,

    Thanks for your quick reply. You said,

    For modern OpenGL you will need OpenGL and GLSL.


    From where can I get these and how to start through the programming process?

    Thanks again

    Regards
    That's what the Wiki is for
    http://www.opengl.org/wiki/Getting_started
    ------------------------------
    Sig: http://glhlib.sourceforge.net
    an open source GLU replacement library. Much more modern than GLU.
    float matrix[16], inverse_matrix[16];
    glhLoadIdentityf2(matrix);
    glhTranslatef2(matrix, 0.0, 0.0, 5.0);
    glhRotateAboutXf2(matrix, angleInRadians);
    glhScalef2(matrix, 1.0, 1.0, -1.0);
    glhQuickInvertMatrixf2(matrix, inverse_matrix);
    glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
    glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);

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