Some Basic OpenGL Questions
Posted: Fri Jan 15, 2016 8:06 am
I'm trying to piece together some very basic info. I'm a bit confused about OpenGL. It seems like the features it supports are a moving target, which is complicated by client OS and graphics card/drivers. I apologize for the naivete of the following questions.
From what I understand, Love 0.10.0 now has a minimum requirement of OpenGL 2.1?
Does Love always use OpenGL 2.1, or will it use a newer standard if a particular client supports it?
I ran love.graphics.getRendererInfo() on my mac, and it only supports OpenGL 2.1. But why does my mac support multicanvas and texturesize of 8192 if it only supports OpenGL 2.1? Is it because my particular graphics driver supports more than the minimum required for OpenGL 2.1?
If we want to support all clients that can run Love, does that mean we should generally code our projects to comply with the minimum requirements of OpenGL 2.1? For instance maximum 64x64 px textures? Or is it better to target some other 'reasonable' set of features, like what Intel chips supported in 2008? Any elaboration on this point in particular would be very valuable.
Framebuffer Objects are canvases? It looks like FBOs were moved into openGL 3.0 'core' according to their wiki, does that mean that Love implements the EXT (extension) version of FBOs? Is this less efficient than on systems where it's part of 'core'? If this question makes no sense it's because I don't know what I'm talking about.
edit: I like the new forum software!
Also, according to this article, it seems like Mac OS 10.7+ (the minimum OS for Love 0.10.0) supports OpenGL 3.2 'core'. Why is Love still using OpenGL 2.1 then?
From what I understand, Love 0.10.0 now has a minimum requirement of OpenGL 2.1?
Does Love always use OpenGL 2.1, or will it use a newer standard if a particular client supports it?
I ran love.graphics.getRendererInfo() on my mac, and it only supports OpenGL 2.1. But why does my mac support multicanvas and texturesize of 8192 if it only supports OpenGL 2.1? Is it because my particular graphics driver supports more than the minimum required for OpenGL 2.1?
If we want to support all clients that can run Love, does that mean we should generally code our projects to comply with the minimum requirements of OpenGL 2.1? For instance maximum 64x64 px textures? Or is it better to target some other 'reasonable' set of features, like what Intel chips supported in 2008? Any elaboration on this point in particular would be very valuable.
Framebuffer Objects are canvases? It looks like FBOs were moved into openGL 3.0 'core' according to their wiki, does that mean that Love implements the EXT (extension) version of FBOs? Is this less efficient than on systems where it's part of 'core'? If this question makes no sense it's because I don't know what I'm talking about.
edit: I like the new forum software!
Also, according to this article, it seems like Mac OS 10.7+ (the minimum OS for Love 0.10.0) supports OpenGL 3.2 'core'. Why is Love still using OpenGL 2.1 then?