For those of you still stuck in the legacy mode of thinking, this is a really good tutorial on 'modern' OpenGL:
http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Table-of-Contents.html Naveen On Monday, September 24, 2012 2:15:32 PM UTC-4, Adam Griffiths wrote: > > Legacy can still do what Core does, just using shaders. > If you're using vertex buffers objects, vertex array objects and shaders > with uniforms and vertex attributes then you're basically using core. > It's just a little bit of tweaking. Core doesn't have a special attribute > for vertex colour or texture coordinates, nor even vertex normals. All of > these are custom attributes that you bind to your shader. Etc etc etc. > Small things, but the essence is the same. Essentially core is stripped to > the bone. > > The reason I'm trying to get Core working, is Legacy only seems to support > GLSL up to version 1.20. > With Core, I can get up to 1.50 (there are far higher versions than that) > on both Linux and OS-X. > There are a number of new functions in 1.30+ that I really want. But you > can't use >1.20 in legacy it seems. > Hence, my crusade for core =P > > Cheers, > Adam > > On Tue, Sep 25, 2012 at 4:01 AM, Nathan <[email protected] <javascript:> > > wrote: > >> On Mon, Sep 24, 2012 at 11:37 AM, Adam Griffiths >> <[email protected]<javascript:> >> > wrote: >>> >>> OpenGL 2.1 and below are considered legacy and use the fixed function >>> pipeline. >>> This was pre-shaders being core to opengl. >>> To get fancy effects you had to set a lot of state and do some tricky >>> things with stencil buffers, etc to get opengl to do what you want. >>> Shaders changed that. >>> >>> OpenGL 3 broke away from the fixed function by replacing almost >>> _everything_ with shaders. >>> There is no matrix stack, no push / pop functionality. And you _need_ >>> shaders to render _anything_. >>> It's a big change, and it breaks a lot of existing functionality. >>> >> >> Ah, man. That means that the old OpenGL 2 tutorial I've been working >> through is already obsolete. :-( And here I thought I was making >> progress... >> >> Thanks for the explanations! >> >> ~ Nathan >> >> -- >> You received this message because you are subscribed to the Google Groups >> "pyglet-users" group. >> To post to this group, send email to [email protected]<javascript:> >> . >> To unsubscribe from this group, send email to >> [email protected] <javascript:>. >> For more options, visit this group at >> http://groups.google.com/group/pyglet-users?hl=en. >> > > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To view this discussion on the web visit https://groups.google.com/d/msg/pyglet-users/-/ggoT6Lj7XswJ. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
