Hi John -- What platform are you using? The current GL3 works only for Win32 at this time. You are on the leading edge if you are trying this out in OSG, first person besides me to do so, as far as I know. Expect to run into issues.

I'm sure that driver developers have spent a lot of time optimizing shaders used to implement the GL1/2 FFP. But there's no reason why you can't also write optimal shaders that implement your own functionality. SO I don't really think you're giving up any optimizations when you move from GL1/2 to GL3. What kind of optimizations are you thinking of here?

The most useful information I've found on GL3 is the OpenGL spec, and then spending some time sitting down and writing straight GL3 code. There are also the OpenGL forums at opengl.org. You might take a look at freeglut, which supports GL3 and has a small GL3 demo included.
   -Paul


John Price wrote:
Hi Robert,

Thank you again for taking the time to reply. Your assumptions were correct, I 
had not turned off the other GL options.

I am planning to play with gl3 a little, there must be some advantages to using 
it. But it also seems at first glance that one might be giving up some 
optimizations in OSG by not using gl1 and gl2. I am curious if it might be 
useful to create a gl3 compatibility context to take advantage of existing 
optimizations. I have to admit that I have found only bits and pieces of useful 
information on gl3 even though it appears to be at rev. 3.2. My assumptions 
about a compatibility context could be completely off.

If you or Paul Martz have found a source of useful information about gl3 I 
would be very appreciative if you could share it with me and the OSG community. 
In the mean time I will begin the learning curve by doing.


Thank you!

Cheers,
John

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