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Thread: OpenGL 3 Updates

  1. #261
    Junior Member Regular Contributor
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    Re: OpenGL 3 Updates

    GL3.0 > life

  2. #262
    Junior Member Regular Contributor Roderic (Ingenu)'s Avatar
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    Re: OpenGL 3 Updates

    A little bird told me Q1 2008.
    (Told me so mid november)
    -* So many things to do, so little time to spend. *-

  3. #263
    Junior Member Regular Contributor
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    Re: OpenGL 3 Updates

    What would be the reason that bird doesn't just tell all of us?

  4. #264
    Intern Contributor
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    Re: OpenGL 3 Updates

    Ok, what I don't understand is why is so silence about that subject, I mean, peoples who can give us more info are so quite...

  5. #265
    Senior Member OpenGL Pro
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    Re: OpenGL 3 Updates

    Does anyone know how the various render states are to be partitioned into objects, or is that still up for grabs?

    (D3d10 basically splits them up into Rasterizer, Depth/Stencil and Blend.)

    Or does it make more sense, at a lower level, to have a single render state vector (object) that the app manages itself?

    Just curious if there's a consensus on this yet.

  6. #266
    Senior Member OpenGL Guru
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    Re: OpenGL 3 Updates

    Does anyone know how the various render states are to be partitioned into objects, or is that still up for grabs?
    It's probably still up for debate, but the last actual information suggested that there would be rasterizer state objects and post-fragment state objects (encapsulating depth, stencil, blend, etc).

  7. #267
    Junior Member Regular Contributor
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    Re: OpenGL 3 Updates

    Is there any idea how this would be implemented in Windows? Do we still have to use that old ChoosePixelFormat, SetPixelFormat, wglCreateContext etc.? I really hate the fact that I must use wglGetProcAddress to get into post GL 1.1 API, or use third party library like GLEW. And besides, WGL is old! Is there any way to get around with this defect, so we could someday have a full featured OpenGL 3.0 header file and up-to-date WGL?

    Cheers,
    Henri H
    Henri H.

  8. #268
    Senior Member OpenGL Pro
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    Re: OpenGL 3 Updates

    The extension mechanism works like gangbusters.

    There are things far worse than loading a few extension procs, I'll be bound.

  9. #269
    Junior Member Regular Contributor
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    Re: OpenGL 3 Updates

    Well, I seriously dislike the fact that I need to dynamically load most of the core API. Compare this to D3D where you can just include one header file and you have it all. But I guess there is nothing to do about this, since it's Microsoft who controls opengl32.dll on Windows.
    Henri H.

  10. #270
    Senior Member OpenGL Pro Zengar's Avatar
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    Re: OpenGL 3 Updates

    HenriH, just use GLEW or similar.

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