Author Topic: OpenGL 3.0  (Read 2424 times)

Offline quadz

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OpenGL 3.0
« on: October 27, 2008, 09:16:18 PM »

So NVIDIA's beta drivers for OpenGL 3.0 were recently released...

http://developer.nvidia.com/object/opengl_3_driver.html

And I'm way out of the loop on where OpenGL is headed these days... so I was reading these slides giving an overview of new features, deprecated features:

http://developer.nvidia.com/object/nvision08-opengl.html

And slide #9 says that "Begin/End based rendering" is now deprecated.  I didn't realize there was an alternative to Begin/End based rendering in OpenGL. 

Anyone know more about this?  What's the preferred way to render these days?


Regards,

quadz

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Offline Whirlingdervish

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Re: OpenGL 3.0
« Reply #1 on: October 30, 2008, 12:52:03 PM »
I'm equally out of the loop  :-X
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Offline quadz

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Re: OpenGL 3.0
« Reply #2 on: October 30, 2008, 12:53:55 PM »
Ah.  I was informed one is supposed to use VBO's instead of Begin/End:

http://www.songho.ca/opengl/gl_vbo.html


On a depressing note, I've been reading through posts on the official OpenGL forums about how disappointed game developers were with 3.0 not being anything like the new API that was originally described.

http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=229374&fpart=155

Had to laugh at this one though...

Quote from: knackered
august the 11th 2008. The day Microsoft won the 3d API battle.
How f ucking depressing.
I feel like I've been left to clean up after a party that got out of control. Scraping vomit off the dvd player, while everyone else goes out for Starbucks and blow jobs.
Enjoy your blow jobs guys, I am literally stuck here with no other option.
And I do CAD.


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