OpenGL 1.2 Reference Manual

BlitzMax Forums/BlitzMax OpenGL Programming/OpenGL 1.2 Reference Manual

here :-)

http://etudiant.univ-mlv.fr/~igrimeau/apps/OpenGL_1.2-Reference_Manual.pdf

Nice find! Also a link to the 1.2 Programming Guide (the Red Book):

http://etudiant.univ-mlv.fr/~igrimeau/apps/OpenGL_1.2-Programming_Guide.pdf

Isn't that the 1.1 Programming Guide.
How about a sticky of good OpenGl links?
I like this...
http://www.xmission.com/~nate/tutors.html
and, obviously...
http://nehe.gamedev.net/

Neat. Thanks. Nice to see that there are a couple of functions in there that let you specify a subtexture within a texture ;-) ... for those wanting to hold multiple anim frames in a single texture. You can also grab parts of the backbuffer into a subimage region of an existing texture ;-)

What I would like to know is what has been added to OpenGL 1.2 since version 1.1 ?????????

This web page gives every specification version of OpenGL as PDF files..

http://www.opengl.org/documentation/spec.html

And this particular one contains the differences between OpenGL 1.1 and 1.2 (see appendix D)

http://www.opengl.org/documentation/specs/version1.2/OpenGL_spec_1.2.1.pdf

Also ... how about BlitzMax bumps up support to version 1.2.1 of OpenGL .... not much of a jump, but 1.2.1 supports multiple texturing. :-)

Also ... how about BlitzMax bumps up support to version 1.2.1 of OpenGL .... not much of a jump, but 1.2.1 supports multiple texturing. :-)

Er, it does. Right the way up to 1.5.

I mean, going from 1.2 to 1.2.1 isn't much of a leap, it only adds a few more features, but one of them is apparently multitexturing. Easier and more supported than going all the way up to 1.5 or 2.0

extensions

There's some Max code in this thread that uses multitexturing (about quarter of the way down; posted by Tom).

Heres a intresting opengl "common pitfall" page I found posted on another forum. Might be of some use to some of you!

Nice shag, don't think I noticed that before.