Re: Choice of OpenGL version for new application?
Ian Mallett <[email protected]>
| Newsgroups | gmane.comp.python.opengl.user |
|---|---|
| Message-ID | <CAG4NV=syhLqrZWV5bGuQFpi+u4vTt=2W=ikPLUEFY42UeYsoVg@mail.gmail.com> |
It's a classic debate--newness or backwards compatibility. However, in this case, it's much simpler: I hate OpenGL 3 and 4. They're not an improvement over OpenGL 2, and moreover they do away with nice things (e.g., glVertex, matrices, etc.). About the only thing they do that's good is make some extensions into core functionality. There's something to be said for that, but often it's nothing that's precluded just by using those extensions in the first place. I find that OpenGL 2 is perfectly sufficient. It has all the extensions I want for advanced functionality, and it's portable to all devices that are powerful enough to warrant actually doing GPU computing in the first place. Finally, I don't support Intel integrated crap. They have dodgy implementations of graphics APIs at *best*. In my experience, brand new chipsets don't even have support for OpenGL features that were core functionality a decade ago. Lastly on hardware: AMD's GPUs have incorrect GLSL compilers, and NVIDIA's aren't strict enough, though both have been improving over time. Ian ------------------------------------------------------------------------------ Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d _______________________________________________ PyOpenGL Homepage http://pyopengl.sourceforge.net _______________________________________________ PyOpenGL-Users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/pyopengl-users