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Could someone more knowledgeable of OpenGL devise a better, non-deprecated, helloworld-style example? I quickly looked at some of the more popular tutorials and their first examples are 200 lines of code, which kinda doesn't fit here imho. Anyways imho immediate mode code is not representative of modern OpenGL and it should either be revised or removed [[Special:Contributions/88.193.60.243|88.193.60.243]] ([[User talk:88.193.60.243|talk]]) 06:41, 28 March 2012 (UTC)
Could someone more knowledgeable of OpenGL devise a better, non-deprecated, helloworld-style example? I quickly looked at some of the more popular tutorials and their first examples are 200 lines of code, which kinda doesn't fit here imho. Anyways imho immediate mode code is not representative of modern OpenGL and it should either be revised or removed [[Special:Contributions/88.193.60.243|88.193.60.243]] ([[User talk:88.193.60.243|talk]]) 06:41, 28 March 2012 (UTC)

:I've removed the example altogether. Deprecated code seems a bit too misleading, and it's not possible to write a concise-but-complete example using only the non-deprecated API. An example of the API could be pretty informative, but I can't come up with any code fragments which wouldn't be completely opaque to a casual reader (eg, binding and modifying a texture object).

:One alternative could be a section which describes the API in general terms - language-agnosticism, the difference between glColor3f and glColor4ub, the object-generation-and-binding system, the fact that state changes tend to carry a high performance cost and strategies used to avoid this, etc. [[Special:Contributions/95.144.193.189|95.144.193.189]] ([[User talk:95.144.193.189|talk]]) 15:01, 22 September 2012 (UTC)

Revision as of 15:01, 22 September 2012

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developed by

how is ogl being developed by SGI? i believe info in info box should read 'khronos', and SGI, ARB or whatever historical involvnemt should be mentioned somewhere in text, no? 83.25.69.155 (talk) 20:36, 13 May 2009 (UTC)[reply]

Does not OpenGL stand for Open Graphics Language? (compare IrisGL). /Mikael —Preceding unsigned comment added by 212.117.81.29 (talk) 08:26, 26 October 2009 (UTC)[reply]

Does OpenGL stand for Open Graphics Library?

I cannot find a reference that OpenGL actually stands for Open Graphics Library. Is it possible that OpenGL is simply a name by itself, and does not stand for anything? --Jephir (talk) 02:31, 8 May 2010 (UTC)[reply]

Ah, found it, it's in the OpenGL specification. --Jephir (talk) 02:36, 8 May 2010 (UTC)[reply]

Example needs info on how to run

The Examples section would benefit by explaining how one might actually try out the example code. Is there an OpenGL interpreter or compiler to execute the code? Or how would one submit that code to their graphics card? I suspect there are many answers to these questions, but a simple explanation of where to look would be apropos. 76.197.0.39 (talk) 21:21, 1 January 2012 (UTC)[reply]

Add section on noteworthy implementations

I think a section on noteworthy implementations should be added -- preferably in a tabular format which includes entries with project name, developers, platforms it works on, GL compliancy level etc. For example

Project Developers Platforms OpenGL APIs Status
Mesa3d Mesa3d developers X11, Windows, Mac OS X, OS independent, others 2.1 Active
nVidia drivers nVidia Windows, Linux/X11, Mac OS X 4 Active
ATI drivers ATI/AMD Windows, Linux/X11, Mac OS X 4 Active

Please note that the above information is not likely to be completly accurate. FrederikHertzum (talk) 20:40, 12 December 2010 (UTC)[reply]

Example

Could someone more knowledgeable of OpenGL devise a better, non-deprecated, helloworld-style example? I quickly looked at some of the more popular tutorials and their first examples are 200 lines of code, which kinda doesn't fit here imho. Anyways imho immediate mode code is not representative of modern OpenGL and it should either be revised or removed 88.193.60.243 (talk) 06:41, 28 March 2012 (UTC)[reply]

I've removed the example altogether. Deprecated code seems a bit too misleading, and it's not possible to write a concise-but-complete example using only the non-deprecated API. An example of the API could be pretty informative, but I can't come up with any code fragments which wouldn't be completely opaque to a casual reader (eg, binding and modifying a texture object).
One alternative could be a section which describes the API in general terms - language-agnosticism, the difference between glColor3f and glColor4ub, the object-generation-and-binding system, the fact that state changes tend to carry a high performance cost and strategies used to avoid this, etc. 95.144.193.189 (talk) 15:01, 22 September 2012 (UTC)[reply]