So, I’m writing my OpenGL application in Win32. I have some questions about extended pixel formats, however.
Now, my understanding is that you need to use wglChoosePixelFormatARB if you want multisampling or other newer features. However, I’m not using multisampling, and that got me wondering whether or not I need to use a fancy pixel format at all.
Some info:
-My application runs in the core profile, OpenGL 3.1+ only.
-I have no desire to use MultiSample Anti-Aliasing. I plan to anti-alias using screen-space shaders in post-processing (such as FXAA or SMAA).
-I’ve never used framebuffers before, but I do plan to use them for deferred shading and other effects.
So, the question is: In my project, do I need to use wglChoosePixelFormatARB, and play around with creating temporary windows? Or can I just use the old-fashioned ChoosePixelFormat and call it a day? If I avoid using wglChoosePixelFormatARB, what problems might arise in the future that I haven’t though of?
Thanks in advance!