OpenGL 1.2 Reference Manual
BlitzMax Forums/OpenGL Module/OpenGL 1.2 Reference Manual
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here :-) http://etudiant.univ-mlv.fr/~igrimeau/apps/OpenGL_1.2-Reference_Manual.pdf |
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Nice find! Also a link to the 1.2 Programming Guide (the Red Book): http://etudiant.univ-mlv.fr/~igrimeau/apps/OpenGL_1.2-Programming_Guide.pdf |
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Isn't that the 1.1 Programming Guide. How about a sticky of good OpenGl links? I like this... http://www.xmission.com/~nate/tutors.html and, obviously... http://nehe.gamedev.net/ |
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Neat. Thanks. Nice to see that there are a couple of functions in there that let you specify a subtexture within a texture ;-) ... for those wanting to hold multiple anim frames in a single texture. You can also grab parts of the backbuffer into a subimage region of an existing texture ;-) |
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What I would like to know is what has been added to OpenGL 1.2 since version 1.1 ????????? |
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This web page gives every specification version of OpenGL as PDF files.. http://www.opengl.org/documentation/spec.html And this particular one contains the differences between OpenGL 1.1 and 1.2 (see appendix D) http://www.opengl.org/documentation/specs/version1.2/OpenGL_spec_1.2.1.pdf Also ... how about BlitzMax bumps up support to version 1.2.1 of OpenGL .... not much of a jump, but 1.2.1 supports multiple texturing. :-) |
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Also ... how about BlitzMax bumps up support to version 1.2.1 of OpenGL .... not much of a jump, but 1.2.1 supports multiple texturing. :-) Er, it does. Right the way up to 1.5. |
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I mean, going from 1.2 to 1.2.1 isn't much of a leap, it only adds a few more features, but one of them is apparently multitexturing. Easier and more supported than going all the way up to 1.5 or 2.0 |
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extensions |
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There's some Max code in this thread that uses multitexturing (about quarter of the way down; posted by Tom). |
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Heres a intresting opengl "common pitfall" page I found posted on another forum. Might be of some use to some of you! |
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Nice shag, don't think I noticed that before. |