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
>>
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