Re: Test program?
Ian Mallett <[email protected]> Tue, 27 May 2014 12:45:26 -0700
| Newsgroups | gmane.comp.python.opengl.devel |
|---|---|
| Message-ID | <CAG4NV=tF=TUoAsVhPnNkG5OGDsg21qta3X5XSuE_=Pf4oTS72Q@mail.gmail.com> |
--===============9036919213647952339== Content-Type: multipart/alternative; boundary=001a11347bf2db3af104fa66f0ab --001a11347bf2db3af104fa66f0ab Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: quoted-printable On Tue, May 27, 2014 at 3:44 AM, Sam Bull <[email protected]> wrote: > On lun, 2014-05-26 at 23:10 -0700, Ian Mallett wrote: > > I spot-checked it just now: there are three chapters dedicated to (now > > completely) deprecated APIs (inc. display lists and GLU). What they > > did have of GL=E2=80=8B 3, 4 functionality still used deprecated APIs > > (glVertex3f, etc.). My guess is that the current edition continues the > > trend, leaving a lot of legacy cruft in there. > > Fortunately, you're wrong. The book has never mentioned display lists, > glVertex3f and the like. The book approaches it as this is the new-style > OpenGL, it's all shaders, VBOs etc., we're not going to look at > old-style (which is probably why it took so long for them to rewrite > this edition). The whole book is focused on how to use OpenGL 3.3-4.3, > and doesn't even look at old style OpenGL anymore. > =E2=80=8B=E2=80=8B > > =E2=80=8BOooo excellent. I might be able to recommend it again. Thanks. =E2=80=8B > So, with the new style, as I understand it, it's not even possible to > use the old OpenGL 2 pipeline (which is why it's not really mentioned in > the book anymore). For example, you need a basic shader to draw even the > most primitive shape, you can't use glVertex3f() etc. to draw a simple > shape, you would have to use a VBO and shader. > =E2=80=8BCorrect. =E2=80=8BWith, say, a GL 4 context, although it's not a G= L error to call into deprecated APIs (it just might not do as you expect; in my experience it has no effect), it will be reported as a "high severity" error if you created the context as a debug context (which, if you're using C-level APIs, you should do). Ian --001a11347bf2db3af104fa66f0ab Content-Type: text/html; charset=UTF-8 Content-Transfer-Encoding: quoted-printable <div dir=3D"ltr"><div class=3D"gmail_default" style=3D"font-family:times ne= w roman,serif;display:inline">On Tue, May 27, 2014 at 3:44 AM, Sam Bull <sp= an dir=3D"ltr"><<a href=3D"mailto:[email protected]" target=3D"_blank= ">[email protected]</a>></span> wrote:<br> <div class=3D"gmail_extra"><div class=3D"gmail_quote"> <blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0.8ex;border-= left:1px solid rgb(204,204,204);padding-left:1ex"><div>On lun, 2014-05-26 a= t 23:10 -0700, Ian Mallett wrote:<br> > I spot-checked it just now: there are three chapters dedicated to (now= <br> > completely) deprecated APIs (inc. display lists and GLU). What they<br= > > did have of GL=E2=80=8B 3, 4 functionality still used deprecated APIs<= br> > (glVertex3f, etc.). My guess is that the current edition continues the= <br> > trend, leaving a lot of legacy cruft in there.<br> <br> </div>Fortunately, you're wrong. The book has never mentioned display l= ists,<br> glVertex3f and the like. The book approaches it as this is the new-style<br= > OpenGL, it's all shaders, VBOs etc., we're not going to look at<br> old-style (which is probably why it took so long for them to rewrite<br> this edition). The whole book is focused on how to use OpenGL 3.3-4.3,<br> and doesn't even look at old style OpenGL anymore.<div class=3D"gmail_d= efault" style=3D"font-family:times new roman,serif;display:inline">=E2=80= =8B=E2=80=8B</div><br></blockquote><div><div class=3D"gmail_default" style= =3D"font-family:times new roman,serif;display:inline"> =E2=80=8BOooo excellent. I might be able to recommend it again. Thanks.<br>= =E2=80=8B</div> =C2=A0</div><blockquote class=3D"gmail_quote" style=3D"margin:0px 0px 0px 0= .8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"> So, with the new style, as I understand it, it's not even possible to<b= r> use the old OpenGL 2 pipeline (which is why it's not really mentioned i= n<br> the book anymore). For example, you need a basic shader to draw even the<br= > most primitive shape, you can't use glVertex3f() etc. to draw a simple<= br> shape, you would have to use a VBO and shader.<br> </blockquote></div><div class=3D"gmail_default" style=3D"font-family:times = new roman,serif">=E2=80=8BCorrect. =E2=80=8BWith, say, a GL 4 context, alth= ough it's not a GL error to=20 call into deprecated APIs (it just might not do as you expect; in my=20 experience it has no effect), it will be reported as a "high severity&= quot;=20 error if you created the context as a debug context (which, if you're= =20 using C-level APIs, you should do).<br> <br></div><div class=3D"gmail_default" style=3D"font-family:times new roman= ,serif">Ian<br></div></div></div></div> --001a11347bf2db3af104fa66f0ab-- --===============9036919213647952339== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------------ The best possible search technologies are now affordable for all companies. Download your FREE open source Enterprise Search Engine today! Our experts will assist you in its installation for $59/mo, no commitment. Test it for FREE on our Cloud platform anytime! http://pubads.g.doubleclick.net/gampad/clk?id=145328191&iu=/4140/ostg.clktrk --===============9036919213647952339== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-devel --===============9036919213647952339==--