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  1. POOpenGL versions and gpus - what kind of compatibility is there?
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    <p>I'm trying to understand how graphics card versions, OpenGL versions and the API headers work together. I've read up on the OpenGL 2.0/3.0/3.1 debacle on the OpenGL forums and elsewhere but it's still not clear how this will work out for me as a developer (new to OpenGL). (btw I'm using nVidia in this question as an example because I'm buying one of their cards, but obviously I'd like to be vendor agnostic for the software I develop).</p> <p>First, there is the GPU which needs to support an OpenGL version. But e.g. nVidia have drivers for older video cards to support OpenGL 3. Does that mean that these drivers implement certain functionality in software to emulate new functionality that isn't in the hardware?</p> <p>Then there are the API headers. If I decide to write an application for OpenGL 3, should I wait until Microsoft releases an updated version of the platform SDK with headers that support this version? How do you select which version of the API to use - through a preprocessor define in the code, or does updating to the latest platform SDK simply upgrade to whatever is the latest version (can't imagine this last option, but you never know...).</p> <p>What about backward compatibility? If I write an application targeting OpenGL 1.2, will users who have installed the drivers for their card supporting OpenGL 3 still be able to run it or should I test the card's features/supported version in my application? Reading <a href="http://developer.nvidia.com/object/opengl_3_driver.html" rel="noreferrer">http://developer.nvidia.com/object/opengl_3_driver.html</a> seems to confirm that at least for nVidia cards applications written against 1.2 will continue to work, but this also implies that other vendors may stop to support the 1.2 API. Basically that would put me (potentially) in a position in the future where the software wouldn't work with recent cards because they don't support 1.2 any more. But if I develop for OpenGL 3 or even 2 today, I may shut out users who's gpu's only support 1.2. </p> <p>I don't need the fancy features in OpenGL - I hardly use any shading at all, the fixed pipeline works fine for me (my application is CAD-like). What is the best version to base a new application on, with the expectation that it will be a long-lived application with incremental updates over the years to come?</p> <p>I'm probably forgetting other issues that are relevant in this context, any insights are much appreciated.</p>
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