GLEW supported types Question

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GLEW supported types Question

by chire :: Rate this Message:

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Hello,

i am running a Glew "Hello World" type aplication that only does this

[Code]
#include <stdio.h>
#include <stdlib.h>
#include <GL/glew.h>
#include <GL/glut.h>

       
        void main(int argc, char **argv) {
                glutInit(&argc, argv);
                glewInit();
                if (glewIsSupported("GL_VERSION_2_0")){
                        printf("Ready for OpenGL 2.0\n");
                        system("PAUSE");
                }
                else {
                        printf("OpenGL 2.0 not supported\n");
                        system("PAUSE");
                        exit(1);
                }
                //setShaders();
                glutMainLoop();
        }
[/Code]

it returns "OpenGL 2.0 not supported" and return that message to wahtever version of Opengl y ask for, also throws not supported for all Extensions.

BUT, if i run the glewinfo.exe i get

[Code]
---------------------------
    GLEW Extension Info
---------------------------

GLEW version 1.5.1
Reporting capabilities of pixelformat 1
Running on a GeForce 9800 GTX+/PCI/SSE2 from NVIDIA Corporation
OpenGL version 3.0.0 is supported

GL_VERSION_1_1:                                                OK
---------------

GL_VERSION_1_2:                                                OK
---------------
  glCopyTexSubImage3D:                                         OK
  glDrawRangeElements:                                         OK
  glTexImage3D:                                                OK
  glTexSubImage3D:                                             OK

GL_VERSION_1_3:                                                OK
---------------
  glActiveTexture:                                             OK
  glClientActiveTexture:                                       OK
  glCompressedTexImage1D:                                      OK
  glCompressedTexImage2D:                                      OK
  glCompressedTexImage3D:                                      OK
  glCompressedTexSubImage1D:                                   OK
  glCompressedTexSubImage2D:                                   OK
  glCompressedTexSubImage3D:                                   OK
  glGetCompressedTexImage:                                     OK
  glLoadTransposeMatrixd:                                      OK
  glLoadTransposeMatrixf:                                      OK
  glMultTransposeMatrixd:                                      OK
  glMultTransposeMatrixf:                                      OK
  glMultiTexCoord1d:                                           OK
  glMultiTexCoord1dv:                                          OK
  glMultiTexCoord1f:                                           OK
  glMultiTexCoord1fv:                                          OK
  glMultiTexCoord1i:                                           OK
  glMultiTexCoord1iv:                                          OK
  glMultiTexCoord1s:                                           OK
  glMultiTexCoord1sv:                                          OK
  glMultiTexCoord2d:                                           OK
  glMultiTexCoord2dv:                                          OK
  glMultiTexCoord2f:                                           OK
  glMultiTexCoord2fv:                                          OK
  glMultiTexCoord2i:                                           OK
  glMultiTexCoord2iv:                                          OK
  glMultiTexCoord2s:                                           OK
  glMultiTexCoord2sv:                                          OK
  glMultiTexCoord3d:                                           OK
  glMultiTexCoord3dv:                                          OK
  glMultiTexCoord3f:                                           OK
  glMultiTexCoord3fv:                                          OK
  glMultiTexCoord3i:                                           OK
  glMultiTexCoord3iv:                                          OK
  glMultiTexCoord3s:                                           OK
  glMultiTexCoord3sv:                                          OK
  glMultiTexCoord4d:                                           OK
  glMultiTexCoord4dv:                                          OK
  glMultiTexCoord4f:                                           OK
  glMultiTexCoord4fv:                                          OK
  glMultiTexCoord4i:                                           OK
  glMultiTexCoord4iv:                                          OK
  glMultiTexCoord4s:                                           OK
  glMultiTexCoord4sv:                                          OK
  glSampleCoverage:                                            OK

GL_VERSION_1_4:                                                OK
---------------
  glBlendColor:                                                OK
  glBlendEquation:                                             OK
  glBlendFuncSeparate:                                         OK
  glFogCoordPointer:                                           OK
  glFogCoordd:                                                 OK
  glFogCoorddv:                                                OK
  glFogCoordf:                                                 OK
  glFogCoordfv:                                                OK
  glMultiDrawArrays:                                           OK
  glMultiDrawElements:                                         OK
  glPointParameterf:                                           OK
  glPointParameterfv:                                          OK
  glPointParameteri:                                           OK
  glPointParameteriv:                                          OK
  glSecondaryColor3b:                                          OK
  glSecondaryColor3bv:                                         OK
  glSecondaryColor3d:                                          OK
  glSecondaryColor3dv:                                         OK
  glSecondaryColor3f:                                          OK
  glSecondaryColor3fv:                                         OK
  glSecondaryColor3i:                                          OK
  glSecondaryColor3iv:                                         OK
  glSecondaryColor3s:                                          OK
  glSecondaryColor3sv:                                         OK
  glSecondaryColor3ub:                                         OK
  glSecondaryColor3ubv:                                        OK
  glSecondaryColor3ui:                                         OK
  glSecondaryColor3uiv:                                        OK
  glSecondaryColor3us:                                         OK
  glSecondaryColor3usv:                                        OK
  glSecondaryColorPointer:                                     OK
  glWindowPos2d:                                               OK
  glWindowPos2dv:                                              OK
  glWindowPos2f:                                               OK
  glWindowPos2fv:                                              OK
  glWindowPos2i:                                               OK
  glWindowPos2iv:                                              OK
  glWindowPos2s:                                               OK
  glWindowPos2sv:                                              OK
  glWindowPos3d:                                               OK
  glWindowPos3dv:                                              OK
  glWindowPos3f:                                               OK
  glWindowPos3fv:                                              OK
  glWindowPos3i:                                               OK
  glWindowPos3iv:                                              OK
  glWindowPos3s:                                               OK
  glWindowPos3sv:                                              OK

GL_VERSION_1_5:                                                OK
---------------
  glBeginQuery:                                                OK
  glBindBuffer:                                                OK
  glBufferData:                                                OK
  glBufferSubData:                                             OK
  glDeleteBuffers:                                             OK
  glDeleteQueries:                                             OK
  glEndQuery:                                                  OK
  glGenBuffers:                                                OK
  glGenQueries:                                                OK
  glGetBufferParameteriv:                                      OK
  glGetBufferPointerv:                                         OK
  glGetBufferSubData:                                          OK
  glGetQueryObjectiv:                                          OK
  glGetQueryObjectuiv:                                         OK
  glGetQueryiv:                                                OK
  glIsBuffer:                                                  OK
  glIsQuery:                                                   OK
  glMapBuffer:                                                 OK
  glUnmapBuffer:                                               OK

GL_VERSION_2_0:                                                OK
---------------
  glAttachShader:                                              OK
  glBindAttribLocation:                                        OK
  glBlendEquationSeparate:                                     OK
  glCompileShader:                                             OK
  glCreateProgram:                                             OK
  glCreateShader:                                              OK
  glDeleteProgram:                                             OK
  glDeleteShader:                                              OK
  glDetachShader:                                              OK
  glDisableVertexAttribArray:                                  OK
  glDrawBuffers:                                               OK
  glEnableVertexAttribArray:                                   OK
  glGetActiveAttrib:                                           OK
  glGetActiveUniform:                                          OK
  glGetAttachedShaders:                                        OK
  glGetAttribLocation:                                         OK
  glGetProgramInfoLog:                                         OK
  glGetProgramiv:                                              OK
  glGetShaderInfoLog:                                          OK
  glGetShaderSource:                                           OK
  glGetShaderiv:                                               OK
  glGetUniformLocation:                                        OK
  glGetUniformfv:                                              OK
  glGetUniformiv:                                              OK
  glGetVertexAttribPointerv:                                   OK
  glGetVertexAttribdv:                                         OK
  glGetVertexAttribfv:                                         OK
  glGetVertexAttribiv:                                         OK
  glIsProgram:                                                 OK
  glIsShader:                                                  OK
  glLinkProgram:                                               OK
  glShaderSource:                                              OK
  glStencilFuncSeparate:                                       OK
  glStencilMaskSeparate:                                       OK
  glStencilOpSeparate:                                         OK
  glUniform1f:                                                 OK
  glUniform1fv:                                                OK
  glUniform1i:                                                 OK
  glUniform1iv:                                                OK
  glUniform2f:                                                 OK
  glUniform2fv:                                                OK
  glUniform2i:                                                 OK
  glUniform2iv:                                                OK
  glUniform3f:                                                 OK
  glUniform3fv:                                                OK
  glUniform3i:                                                 OK
  glUniform3iv:                                                OK
  glUniform4f:                                                 OK
  glUniform4fv:                                                OK
  glUniform4i:                                                 OK
  glUniform4iv:                                                OK
  glUniformMatrix2fv:                                          OK
  glUniformMatrix3fv:                                          OK
  glUniformMatrix4fv:                                          OK
  glUseProgram:                                                OK
  glValidateProgram:                                           OK
  glVertexAttrib1d:                                            OK
  glVertexAttrib1dv:                                           OK
  glVertexAttrib1f:                                            OK
  glVertexAttrib1fv:                                           OK
  glVertexAttrib1s:                                            OK
  glVertexAttrib1sv:                                           OK
  glVertexAttrib2d:                                            OK
  glVertexAttrib2dv:                                           OK
  glVertexAttrib2f:                                            OK
  glVertexAttrib2fv:                                           OK
  glVertexAttrib2s:                                            OK
  glVertexAttrib2sv:                                           OK
  glVertexAttrib3d:                                            OK
  glVertexAttrib3dv:                                           OK
  glVertexAttrib3f:                                            OK
  glVertexAttrib3fv:                                           OK
  glVertexAttrib3s:                                            OK
  glVertexAttrib3sv:                                           OK
  glVertexAttrib4Nbv:                                          OK
  glVertexAttrib4Niv:                                          OK
  glVertexAttrib4Nsv:                                          OK
  glVertexAttrib4Nub:                                          OK
  glVertexAttrib4Nubv:                                         OK
  glVertexAttrib4Nuiv:                                         OK
  glVertexAttrib4Nusv:                                         OK
  glVertexAttrib4bv:                                           OK
  glVertexAttrib4d:                                            OK
  glVertexAttrib4dv:                                           OK
  glVertexAttrib4f:                                            OK
  glVertexAttrib4fv:                                           OK
  glVertexAttrib4iv:                                           OK
  glVertexAttrib4s:                                            OK
  glVertexAttrib4sv:                                           OK
  glVertexAttrib4ubv:                                          OK
  glVertexAttrib4uiv:                                          OK
  glVertexAttrib4usv:                                          OK
  glVertexAttribPointer:                                       OK

GL_VERSION_2_1:                                                OK
---------------
  glUniformMatrix2x3fv:                                        OK
  glUniformMatrix2x4fv:                                        OK
  glUniformMatrix3x2fv:                                        OK
  glUniformMatrix3x4fv:                                        OK
  glUniformMatrix4x2fv:                                        OK
  glUniformMatrix4x3fv:                                        OK

GL_VERSION_3_0:                                                OK
---------------
  glBeginConditionalRender:                                    OK
  glBeginTransformFeedback:                                    OK
  glBindBufferBase:                                            OK
  glBindBufferRange:                                           OK
  glBindFragDataLocation:                                      OK
  glClampColor:                                                OK
  glClearBufferfi:                                             OK
  glClearBufferfv:                                             OK
  glClearBufferiv:                                             OK
  glClearBufferuiv:                                            OK
  glColorMaski:                                                OK
  glDisablei:                                                  OK
  glEnablei:                                                   OK
  glEndConditionalRender:                                      OK
  glEndTransformFeedback:                                      OK
  glGetBooleani_v:                                             OK
  glGetFragDataLocation:                                       OK
  glGetIntegeri_v:                                             OK
  glGetStringi:                                                OK
  glGetTexParameterIiv:                                        OK
  glGetTexParameterIuiv:                                       OK
  glGetTransformFeedbackVarying:                               OK
  glGetUniformuiv:                                             OK
  glGetVertexAttribIiv:                                        OK
  glGetVertexAttribIuiv:                                       OK
  glIsEnabledi:                                                OK
  glTexParameterIiv:                                           OK
  glTexParameterIuiv:                                          OK
  glTransformFeedbackVaryings:                                 OK
  glUniform1ui:                                                OK
  glUniform1uiv:                                               OK
  glUniform2ui:                                                OK
  glUniform2uiv:                                               OK
  glUniform3ui:                                                OK
  glUniform3uiv:                                               OK
  glUniform4ui:                                                OK
  glUniform4uiv:                                               OK
  glVertexAttribI1i:                                           OK
  glVertexAttribI1iv:                                          OK
  glVertexAttribI1ui:                                          OK
  glVertexAttribI1uiv:                                         OK
  glVertexAttribI2i:                                           OK
  glVertexAttribI2iv:                                          OK
  glVertexAttribI2ui:                                          OK
  glVertexAttribI2uiv:                                         OK
  glVertexAttribI3i:                                           OK
  glVertexAttribI3iv:                                          OK
  glVertexAttribI3ui:                                          OK
  glVertexAttribI3uiv:                                         OK
  glVertexAttribI4bv:                                          OK
  glVertexAttribI4i:                                           OK
  glVertexAttribI4iv:                                          OK
  glVertexAttribI4sv:                                          OK
  glVertexAttribI4ubv:                                         OK
  glVertexAttribI4ui:                                          OK
  glVertexAttribI4uiv:                                         OK
  glVertexAttribI4usv:                                         OK
  glVertexAttribIPointer:                                      OK
[/Code]

so actually my card+driver does support opengl even up to 3.0  (i got Nvidia 9800gtx+ 512mb )
im runnning it on Windows 7 Beta with latest Nvidia driver released for windows 7

any help?
how could the glewinfo.exe detect the supported types, is the glewIsSupported("GL_VERSION_2_0") a wrong way to check support?

PD:  also tried with glewExperimental = GL_TRUE before glewInit() and same problem....

Re: GLEW supported types Question

by Nigel Stewart-2 :: Rate this Message:

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>                 if (glewIsSupported("GL_VERSION_2_0")){
>                         printf("Ready for OpenGL 2.0\n");
>                         system("PAUSE");
>                 }
>                 else {
>                         printf("OpenGL 2.0 not supported\n");
>                         system("PAUSE");
>                         exit(1);
>                 }
>
> it returns "OpenGL 2.0 not supported" and return that message to wahtever
> version of Opengl y ask for, also throws not supported for all Extensions.

There is a known bug in GLEW 1.5.1 due to the OpenGL version being
mishandled for OpenGL 3.

See bug 2636621 in the Sourceforge bug tracker:
http://sourceforge.net/tracker/?atid=523274&group_id=67586&func=browse

Two options for you:
1. Get the latest GLEW from CVS and regenerate GLEW from the extensions registry.
    http://sourceforge.net/scm/?type=cvs&group_id=67586

2. Get Cg Toolkit 2.2 April, which includes GLEW sourcecode with a fix.
    http://developer.nvidia.com/object/cg_download.html

- Nigel

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detecting GLSL shader model

by Travis Heppe :: Rate this Message:

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the interface to detect which GLSL shader model you're dealing with  
is pretty convoluted.  See
    http://www.opengl.org/wiki/ 
Shading_languages:_How_to_detect_shader_model%3F

This seems like a problem that GLEW ought to provide a solution for.  
It references an interface in glh, but that implementation has a  
pretty major flaw in that it is not easily extensible as new pipeline  
stages become programmable.

How would everyone feel about adding a mechanism in GLEW to directly  
query shader model?

-Travis

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Re: detecting GLSL shader model

by tom fogal-3 :: Rate this Message:

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Travis Heppe <heppe@...> writes:
> the interface to detect which GLSL shader model you're dealing with  
> is pretty convoluted.  See
>     http://www.opengl.org/wiki/ 
> Shading_languages:_How_to_detect_shader_model%3F
>
> This seems like a problem that GLEW ought to provide a solution for.  

I'm not really sure how this fits into GLEW.  `Shader Model' is a
DirectX concept; OpenGL 3.1 at least doesn't define any kind of
`model'.

The solution given in the linked to website is ad hoc at best.  They're
essentially outlining a database approach: a mapping of DX SM versions
to exported OpenGL extensions.  I don't think this is a good model to
follow for the long term.

The natural complaint is `but I need to know which operations will be
done in HW'.  I sympathize, this hits us as well, but the solution
should come in OpenGL, because anywhere downstream can only give
doomed-to-be-poor approximations.

> How would everyone feel about adding a mechanism in GLEW to directly
> query shader model?

I disagree with it.  I think a library which encodes a similar card
database would be useful, and I'd love to have time to make such a
library, but I don't feel this kind of approach should make it into
GLEW.

-tom

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Re: detecting GLSL shader model

by Travis Heppe :: Rate this Message:

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tom fogal wrote:
> I'm not really sure how this fits into GLEW.  `Shader Model' is a
> DirectX concept; OpenGL 3.1 at least doesn't define any kind of
> `model'.
>
that's not strictly true.  Perhaps not explicitly, but each successive
generation of hardware has added capabilities that inform what may be
put into the GLSL contents.  Three examples
    dFdx/dFdy
    gl_FrontFacing as fragment shader input
    instruction limit
...and there are many more.

AMD's ShaderAnalyzer asks the user to specify a GFX board before it will
tell you what shader assembly GLSL code resolves to and will report that
you have errors if you specify a target that is too old.

> The solution given in the linked to website is ad hoc at best.  They're
> essentially outlining a database approach: a mapping of DX SM versions
> to exported OpenGL extensions.  I don't think this is a good model to
> follow for the long term.
>
> The natural complaint is `but I need to know which operations will be
> done in HW'.  I sympathize, this hits us as well, but the solution
> should come in OpenGL, because anywhere downstream can only give
> doomed-to-be-poor approximations.
>
I agree that a solution inside of OpenGL would be prefereable, but if
OpenGL were making it easy to address its extensions, GLEW wouldn't have
any need exist.  In any case, waiting for OpenGL to resolve these things
internally is probably going to take longer than I care to wait.

It's not always a matter of whether the GLSL code will be accepted at
all by the compiler.  Our experience is that older parts will fail at
either shader compile or shader link time, and we'd like a better way
than trial&error to decide what version of our GLSL code to feed it.
That's even assuming that the compiler tells us.  Successful compilation
resulting in software emulation is even worse.

-Travis



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Re: detecting GLSL shader model

by tom fogal-3 :: Rate this Message:

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Travis Heppe <heppe@...> writes:
> tom fogal wrote:
> > I'm not really sure how this fits into GLEW.  `Shader Model' is a
> > DirectX concept; OpenGL 3.1 at least doesn't define any kind of
> > `model'.
>
> that's not strictly true.  Perhaps not explicitly, but each
> successive generation of hardware has added capabilities that inform
> what may be put into the GLSL contents.

That's exactly my point: this is not an issue with loading an OpenGL
extension, but rather an issue that occurs because OpenGL vendors
routinely break the OpenGL abstraction.

> Three examples
>    dFdx/dFdy
>    gl_FrontFacing as fragment shader input
>    instruction limit
> ...and there are many more.

I don't see anything in GLSL 1.20 which allows an implementation to
*not* implement dFdx.  Nor can I find anything about shader length
limits in the 3.1 OGL spec.

I don't have the 1.10 document to compare with, but assuming they're
not there, you can use `#version 120' or #ifdef's on __VERSION__ to
verify your shader runs in a 1.20 supporting environment.

Anyway, if you've got a 1.20-compliant shader, which you declare
requires 1.20, and a driver does not compile it ... that's a bug in the
driver.  Or AMD's ShaderAnalyzer program, whatever.  Ditto for a shader
being too long for the hardware.

While these are very real problems that occur all too often (and as
application developers we *need* to provide workarounds), I still do
not feel that GLEW is the appropriate place for such a workaround.

> AMD's ShaderAnalyzer asks the user to specify a GFX board before it
> will tell you what shader assembly GLSL code resolves to and will
> report that you have errors if you specify a target that is too old.

Again, this is only resolvable correctly with a per-card database of
some kind.  I'd bet AMD's program is essentially doing that under the
hood.

> > The natural complaint is `but I need to know which operations
> > will be done in HW'.  I sympathize, this hits us as well, but the
> > solution should come in OpenGL, because anywhere downstream can
> > only give doomed-to-be-poor approximations.
>
> I agree that a solution inside of OpenGL would be prefereable, but if
> OpenGL were making it easy to address its extensions, GLEW wouldn't
> have any need exist.

I think we might just disagree on what GLEW is for.  I happen to think
OpenGL extension management is done very well; it's a necessarily hard
problem. Further, GLEW abstracts it fairly well.  That's where GLEW
fits: I view it as a simple way to dlsym() (basically) all the OpenGL
symbols I care about (and nothing more).

> In any case, waiting for OpenGL to resolve these things internally is
> probably going to take longer than I care to wait.

It sounds like you want a library that fixes/abstracts some of the
more difficult problems in developing OpenGL applications.  I think
it would be very useful, but I don't think this library should be
GLEW, and I certainly don't think GLEW should ever contain any sort of
card-specific logic (other than loading vendor-specific extensions).

> It's not always a matter of whether the GLSL code will be accepted at
> all by the compiler.  Our experience is that older parts will fail
> at either shader compile or shader link time [. . .]

Yeah, we hit this as well, and it sucks.  If you develop a library
of workarounds, perhaps on top of GLEW, I'd like to see it licensed
however GLEW (BSD, I think?) is.  I imagine we'd make use of it around
here.

-tom

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Re: detecting GLSL shader model

by Nigel Stewart-2 :: Rate this Message:

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> That's exactly my point: this is not an issue with loading an OpenGL
> extension, but rather an issue that occurs because OpenGL vendors
> routinely break the OpenGL abstraction.

   It's not an issue with vendors, it's an issue with
   customers that are always demanding new features. :-)

- Nigel


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Re: detecting GLSL shader model

by tom fogal-3 :: Rate this Message:

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Nigel Stewart <nstewart@...> writes:
> > That's exactly my point: this is not an issue with loading an OpenGL
> > extension, but rather an issue that occurs because OpenGL vendors
> > routinely break the OpenGL abstraction.
>
>    It's not an issue with vendors, it's an issue with
>    customers that are always demanding new features. :-)

<g>, okay, you might more accurately say that it's an issue due
to the slow pace of OpenGL standardization -- vendor develops Y,
BigHitGameOfSeason needs something like Y, vendor creates glYARB(), and
the rest of us are left with the mess ;)

It's a bad situation, but I don't really see a way of fixing
it.  I think the main problem is the lack of incentive for either
BigHitGameOfSeason developer or vendor to properly get something in
core, especially when an extension is so much easier. *shrug*.

I do think OpenGL is broken w.r.t. it's abstraction though.  Feels like
they try to hard to maintain this abstract graphics library, but there
really needs to be some (at least vague) performance specifications in
the standard.

I'm starting to ramble now..

-tom

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