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Table of Contents - Anton's OpenGL 4 Tutorials - Anton Gerdelan[^3^]: A page that shows the table of



The first one is the programmable shader pipline as opposed to the fixed function pipeline. The core 'modern' techniques have been possible since OpenGL 2.0 was released in 2004 when shaders where introduced (the tutorials just didn't get updated) also 1.5 had Vertex Buffer Objects's which are another cornerstone of modern OpenGL. A problem is that even today OpenGL developers might not even be able to take advantage of all that stuff, there are plenty of crappy netbooks out there with those Intel chipsets that only support OpenGL 1.5 and phones such as older iPhones/Android ones that only support OpenGL ES 1.1. The only real difference between this stuff in OpenGL 2.0 and OpenGL 3.x/4.x is it's now mandatory for the core profile.




Anton's OpenGL 4 Tutorials books pdf file


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