Thanks heaps for all the opengl overview, people. Really useful and
interesting for me, too.

I worry though, that if I use opengl3 or higher, that end users who
aren't AAA gaming fanatics won't be able to run it. For example I
consider myself a gamer,  but none of the three PCs I use at home and
work can support higher than opengl2.1. Nor could my wife's three PCs,
until she took delivery of a new alienware last week.  Is this a
realistic worry, or is opengl3+ penetration higher than I estimate?

On Dec 4, 10:24 am, Florian Bösch <[email protected]> wrote:
> > I would add to that list that once you get into it, the new ways of doing
> > things are really much cleaner and simpler. The only caveat being that you
> > do need to know more a bit more of the theory than you used to.
>
> I can fully subscribe to that. Actually I must admit that I find
> modern OpenGL so much more convenient, that I'll probably forget about
> supporting Anything below 4 (you can do some forward compatible coding
> in older versions (like generic attribs), but there's also some things
> like uniform function pointers or tessellation shaders which I find I
> wouldn't want to miss).
>
> And the knowledge of more theory isn't really a caveat either. Sure,
> it does mean you'll have to put in a bit more time at first. But this
> will save you tons of time later. For instance, opengl4 requires you
> to compute your own matrices and pass them into shaders as uniforms.
> It is good to know the matrix math. It is also good to be able to
> replicate the pipeline transform in your own application code (for
> instance if you want to be able to position UI elements in a 3d
> scene). You're also being independent of the opengl matrix stack,
> which basically makes for less code and a more flexible way to do
> things.
>
> For me the new way to do thing is happiness all around :)

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