OpenGL 1.4, what features are you using?

What OpenGL1.4 specific features are you guys using in your applications? I need to energize Apple to provide comprehensive OGL1.4 support with more practical real world examples and to do that I would like to tell them what features other people are actually using.

Two words…
V B Os ;D

Isn’t that tree words?

Anyway, from the stuff listed as “new” in 1.4, I use Automatic Mipmap Generation and Multiple Draw Arrays.

I’ve got a feeling I’ll start using vertex programming as well soon.

I’m not trying to be an asshole, but those examples won’t persuade me if I were Apple.

VBOs and vertex programs - these are merely extensions defined along with the 1.4 specs. You can use them just fine with OpenGL 1.3 and probably with lower versions. ATI only supports 1.3 in the version string even on windows, but VBO and vertex/fragment programs both exist anyway. The point is that OGL 1.4 is not strictly nescessary.

Automatic mipmap generation - is only really nescessary if you generate textures to save the bus roundtrip. And then only for textures (re-)generated often. If you only use textures from memory or disk, you can just as well use GLU or your own function.

Multiple draw arrays - I’ve never seen any use for them, and specificly not any performance gains. Your mileage may vary, as usual.

What Apple probably want to hear is people using any features in 1.4 not previously exposed as ARB extensions.

  • elias

Is there any though? A look though the spec shows that all the extra functionality was previously avalible as an extension in some form or another, and the only ones not an ARB or EXT are mipmap generation (previously SGIS extension) and blend squaring (previously an NV extension).

VBOs, vertex programs, texture mirrored repeat, point parameters (point size distance attenuation)

Yuri