OpenGL History
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- - No shaders (fixed graphics pipeline)
- - Higher level than today (vertex, normal, color, transformation matrix, lights)
- - Immediate mode slower than today (every triangle is displayed one by one at every call)
- - Depreciated functionality since 2008, not compatible with mobile/web.
- - Still commonly encountered (easy to deploy on PC)
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- - GLSL vertex and fragment shaders (programmable graphics pipeline)
- - Use of data buffers (named)
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- - Depreciate fixed pipeline functions
- - Use of generic data buffers
- - Addition of geometry shader
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- - Addition of compute and tesselation shaders
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- - Full new API design (multiple GPU handling, generic computation)
- - Lower level than OpenGL (ex. manual synchronization, select GPU capability)