There is a collection of websites, some (outdated) documentation, and links to tutorials, all found here. More information on this can be found in the Getting started page. You will need to load the OpenGL function pointers, either manually or automatically with a library. This is sufficient for those who want to use applications that require OpenGL.įor programmers, installing drivers is generally insufficient. Updating your graphics drivers is usually enough to get the latest OpenGL implementation for your graphics hardware. For laptop owners, however, you'll need to visit the manufacturer of your laptop and download the drivers from them. On Windows, hardware vendors (such as NVIDIA or AMD/ATI) use the spec to write their own implementation, so OpenGL is included in the drivers that they supply. On Mac OS X, Apple's OpenGL implementation is included in the OS. Just like the "Open Source?" section explains, OpenGL is not a software product. The latest versions implement OpenGL 4.3, OpenGL ES 2.0, GLSL 3.30 (and several extensions) and EGL 1.4. Mesa3D is an open source software implementation of the OpenGL specification. This is as opposed to ISO standards and specifications, which cost money to access. It describes the interface the programmer uses and expected behavior. GL is a specification which can be found on this website. Originally, the ARB was an organization sponsored by SGI, but it was adopted by the Khronos Group. The OpenGL specification is maintained by the Khronos Group committee called the OpenGL Architectural Review Board (ARB). It is not a part of OpenGL it is simply a library that is used by some users to create an OpenGL window. OpenGL is concerned only about rendering. OpenGL does not provide functions for animations, timing, file IO, image file format processing, GUI, and so forth. The OpenGL API only deals with rendering graphics. If a particular piece of hardware is unable to implement all of the OpenGL specification via hardware, the hardware vendor must still provide this functionality, typically via a software-based implementation of the features missing from hardware. Their implementations, commonly called "drivers", translate OpenGL API commands into GPU commands. Hardware vendors, the people who make GPUs, are responsible for writing implementations of the OpenGL rendering system. The OpenGL rendering system is carefully specified to make hardware implementations allowable. It defines the API through which a client application can control this system. OpenGL is the name for the specification that describes the behavior of a rasterization-based rendering system. 25.5 Should I use display lists, vertex arrays or vertex buffer objects?.25.2 Are glTranslate/glRotate/glScale hardware accelerated?.25.1 Do modern GPUs still support the fixed-function pipeline?.21 What does Not Declared In This Scope mean?.20 What does Unresolved External Symbol mean?. 19 Who manages memory? How does OpenGL manage memory?.12 Why is my GL version only 1.4 or lower?.11 How do I tell what version of OpenGL I'm using?.8 What is an OpenGL context and why do you need a window to do GL rendering?.3 Who maintains the OpenGL specification?.
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