OpenGL 4.0 was introduced in 2010 - you would struggle to find someone that needed high performance OpenGL but doesn't have a Graphics card that supports at least OpenGL 4.0.
For the Pure Basic Developer to work with the later versions of OpenGL, we need support for the modern extensions it deploys, GLEW and GLM.
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. GLEW has been tested on a variety of operating systems, including Windows, Linux, Mac OS X, FreeBSD, Irix, and Solaris.
GLEW is distributed as source and precompiled binaries.
The latest release is 2.1.0[07-31-17]
http://glew.sourceforge.net
GLM is a header only C++ mathematics library for graphics software based on the OpenGL Shading Language (GLSL) specifications.
The latest release is 0.9.9.6 2019-09-08
https://glm.g-truc.net/0.9.9/index.html
In earlier versions, OpenGL provided support for managing coordinate transformations and projections using the standard matrix stacks #GL_MODELVIEW and #GL_PROJECTION with glMatrixMode_(). In core OpenGL 4.0+, all functionality
supporting the matrix stacks has been removed!
OpenGL v4+ Support for Libraries GLEW and GLM
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OpenGL v4+ Support for Libraries GLEW and GLM
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If it sounds simple, you have not grasped the complexity.
If it sounds simple, you have not grasped the complexity.
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Re: OpenGL v4+ Support for Libraries GLEW and GLM
By far not necessary. GLFW and GLM are not worth integrating officially into PureBasic. I wouldn't even use them in other languages. Matrix functionality is implemented within a few days (you'd only need 4x4 matrices).
GLM/GLEW are no official extensions to OpenGL. If you'd wrap GLM, you'd hear complaints why it is not Eigen being wrapped. If you'd wrap GLEW, they'd complain why it is not SDL or GLFW ...
GLM/GLEW are no official extensions to OpenGL. If you'd wrap GLM, you'd hear complaints why it is not Eigen being wrapped. If you'd wrap GLEW, they'd complain why it is not SDL or GLFW ...
bye,
Daniel
Daniel