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Fixed function depreciation

Started by n00body Feb 25, 2007 at 10:11 PM 2 replies 650+ views
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n00body
n00body
I had heard that the fixed-function pipeline of OpenGL is in the process of being depreciated. I know things like lights, fog, glBegin/glEnd will get the axe, but what others things are on the chopping block? With that in mind, would it be wise to be switching over to a purely programmable pipeline in my own work? If so, can anyone make any recommendations? On a side note, can anyone point me to a place that explains Pixel-buffer objects? I have not had much luck finding info on how they work, or what they're good for. Thanks. :)

[Hardware:] Falcon Northwest Tiki, Windows 7, Nvidia Geforce GTX 970 [Websites:] Development Blog |
FReY
FReY
Lotsa gfx cards nowadays don't even have fixed function hardware anymore. Rather, the calls are translated via the driver/runtime to purely programmable shader instructions.

I wouldn't worry too hectically about *having* to support purely programmable API just yet - because if Fixed function is exposed to you at the API level there won't be a problem it should just work.

That being said, many modern engines/games have already made the shift - the goal being to make ALL their pixels look good :) I highly recommend you look at GLSL for this goal - it really is great! :)

Fixed function API won't be completely useless for now though. It'll be good for rapid prototyping in the same vein that immediate mode is.

As for PBO's, you probably want articles on FBO's (recently written) and over here:
http://www.gamedev.net/reference/programming/features/fbo1/
http://www.gamedev.net/reference/programming/features/fbo2/

do unto others... and then run like hell.
n00body
n00body
So did FBOs replace PBOs?

[Hardware:] Falcon Northwest Tiki, Windows 7, Nvidia Geforce GTX 970 [Websites:] Development Blog |
_the_phantom_
_the_phantom_
No, FBOs and PBOs are different;
FBO are framebuffers and used for drawing
PBO are used for data transfers and can be used to copy from an FBO to a VBO. The PBO spec has some examples at the bottom of it.

The next version of OpenGL is what's going to shift alot of things into a software abstraction level and won't be on the 'fast path'.

Most of the stuff which is going/being depreciated isn't a great deal of use in Modern OGL programming anyways, but it will still be around in some form for backwards compatibility.

This gives a good overview on what is planned for the future (the "future" being a spec release around June time this year infact).

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