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opengl is a mess #330579
06/28/10 15:14
06/28/10 15:14
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline OP
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Joey  Offline OP
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Joined: Jan 2003
Posts: 4,615
Cambridge
wooah. opengl is very badly documented, especially opengl 3.2. you don't know what you are allowed to use and what is deprecated and all libraries mix it at will! i'm going crazy! if i had more time i'd write everything from scratch!

o.O

Re: opengl is a mess [Re: Joey] #330581
06/28/10 15:16
06/28/10 15:16
Joined: May 2002
Posts: 7,441
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ventilator  Offline
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it would be great if OpenGL ES weren't available for mobile devices only but also on desktop pcs. it's much cleaner.

Re: opengl is a mess [Re: ventilator] #330582
06/28/10 15:19
06/28/10 15:19
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline OP
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Joey  Offline OP
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Cambridge
so with opengl es there are no twenty ways to achieve the very same thing, without performance comparisons available? i mean, honestly, there are like TWENTY ways to draw a mesh.

Re: opengl is a mess [Re: Joey] #330584
06/28/10 15:27
06/28/10 15:27
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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Yep. But the best way is to draw everything with shaders. You can use an existing OpenGL ES 2.0 renderer, all commands should also work with OpenGL 3.2 (excluding some vendor specific extensions)


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: opengl is a mess [Re: WretchedSid] #330586
06/28/10 15:39
06/28/10 15:39
Joined: May 2002
Posts: 7,441
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so if OpenGL ES basically is a cleaned up subset of OpenGL maybe it's best to simply use OpenGL ES documentation? if there is any good documentation. laugh

Re: opengl is a mess [Re: WretchedSid] #330587
06/28/10 15:39
06/28/10 15:39
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline OP
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Joey  Offline OP
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Posts: 4,615
Cambridge
well, I already render everything with shaders but then again there are two ways to stream your data to the gpu, one via the glVertexPointer-thingy and the other one separately via glVertexAttribPointer. now, if you're using vbos it's getting interesting. the pointer then is an offset to the starting point of the buffer. therefore you have to bind the buffer. but do you also have to bind the shader program? and which kind of buffer do they mean, anyway? normal GL_VERTEX_ARRAY-buffers or glGenVertexArray or... i mean, seriously, why is there glGenBuffers and glGenVertexArray if you can pass a GL_VERTEX_ARRAY to glGenBuffers? o.O

Re: opengl is a mess [Re: Joey] #330869
06/30/10 10:44
06/30/10 10:44
Joined: Jul 2004
Posts: 1,924
Finland
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The specification clearly specifies what is deprecated and what is not. Also usually you can find the full documentation for a feature by googling by its extension string. Like GL_EXT_framebuffer_object or something. Also, follow tutorials and check the opengl wiki.

Re: opengl is a mess [Re: Ambassador] #330879
06/30/10 13:20
06/30/10 13:20
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline OP
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Joey  Offline OP
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Posts: 4,615
Cambridge
well, the problem is not opengl itself. i'm trying to incorporate qt but i feel that it is a very unfinished product as of yet. there are some classes which make it nearly impossible to write opengl 3 conform code.


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