Posted Monday, 13 September, 2010 - 13:00 by the Fiddler
This is how OpenGL is designed: new functionality first appears in vendor-specific extensions (NV, Ati, etc), then gets promoted to cross-vendor extensions (Ext), comes into consideration for inclusion (Arb) and is finally included into the OpenGL core.
GL.Ext.*Framebuffer was what we used for FBOs before OpenGL 3.
Comments
Re: What is the difference betwen using GL.FrameBuffer and ...
This is how OpenGL is designed: new functionality first appears in vendor-specific extensions (NV, Ati, etc), then gets promoted to cross-vendor extensions (Ext), comes into consideration for inclusion (Arb) and is finally included into the OpenGL core.
GL.Ext.*Framebuffer was what we used for FBOs before OpenGL 3.
Re: What is the difference betwen using GL.FrameBuffer and ...
So if I use GL.FrameBuffer, it won't work on machines that don't support OpenGL 3, even if they support the FBO extension. Is that correct?
Re: What is the difference betwen using GL.FrameBuffer and ...
Indeed.