
OpenGL and GLSL Version decision
Posted Friday, 1 June, 2012 - 10:16 by Dflex inHi there!
I'm writing an application that uses FBOs, shaders and displayLists (will maybe replaced by VBOs) . Most of my Code (also the shaders) are written against lower OpenGL versions.
So i'm just wondering if i should make everything 3.0 compliant or ignore it?
What are the benefits of a newer OpenGL version or GLSL version?
If it's only the fact of new features, i can ignore it.
Are there other benefits beside new features?
By example: Will shaders of version 1.5 be faster than shaders of version 1.3?
Are there any negative points of using newer versions? (right now i only see compatibilty-problems of doing this)
If possible, i want to use the lowest version to support as many hardware as possible.
Thanks for your answers ;)


Comments
Re: OpenGL and GLSL Version decision
OpenGL 4 have tesselation which is nice, but myself I dont use even 3.
OpenGL 2.0 (with GLSL) programs should work almost everyone (unlike 3 or 4 atm).
Re: OpenGL and GLSL Version decision
Thanks for your reply!
In this program, i don't need the tesselation feature.
so - if there aren't any improvements in performance or anything else i don't really see a reason to use a newer version