Author's note: Keep in mind that although this article is being published on GameDev.net in April 2003, it was written in April 2002, and some things have changed in the past year, notably the release of the OpenGL 1.4 specification, and the standardization of pixel and vertex shaders. I've chosen not to update the article to reflect these changes because I wanted to keep the text consistent with what was published in the book, and because they really make no difference as far as the the purpose of the article is concerned. IntroductionOnce you've been programming with OpenGL for Windows for a while, you'll probably notice something: the headers and libraries you're using are old. Dig around in the gl.h header, and you'll see this: #define GL_VERSION_1_1 1 This means that you're using OpenGL 1.1, which was released in 1996. In the world of graphics, that's ancient! If you've been paying attention, you know that the current OpenGL specification is at 1.3 (at least at the time of this writing). OpenGL 1.4 should be released later this year, with 2.0 following soon after. Obviously, you need to update your OpenGL headers and libraries to something more recent. As it turns out, the most recent headers and libraries for Windows correspond to … OpenGL 1.1. That's right, the files you already have are the most recent ones available. This, of course, presents a problem. Although you can do some impressive things with OpenGL 1.1, to take full advantage of modern consumer graphics hardware, you're going to need functionality available through more recent versions, as well as features available through extensions (but we'll get to that in a bit). The question, then, is how to access newer features, when your headers and libraries are stuck at OpenGL 1.1. The purpose of this article is to answer that question. What You Will LearnIn this article, I will:
The ProblemIf you're new to OpenGL or have only ever needed the functionality offered in OpenGL 1.1, you may be confused about what the problem is, so let's clarify. To develop for a given version of OpenGL on Windows, you need three things. First, you need a set of libraries (i.e. opengl32.lib and possibly others such as glu32.lib) and headers (i.e. gl.h, and so on) corresponding to the version you'd like to use. These headers and libraries contain the OpenGL functions, constants, and other things you need to be able to compile and link an OpenGL application. Second, the system you intend to run the application on needs to have an OpenGL dynamic link library (OpenGL32.dll), or OpenGL runtime library. The runtime needs to be for either the same or a more recent version of OpenGL as the headers and libraries you're using. Ideally, you will also have a third component, called an Installable Client Driver (IDC). An IDC is provided by the video card drivers to allow for hardware acceleration of OpenGL features, as well as possible enhancements provided by the graphics vendor. So, let's look at these three things and see why you have to jump through a few hoops to use anything newer than OpenGL 1.1:
The thing that's important to note here is that although the headers and libraries available don't directly allow you to access newer OpenGL features, the features do exist in the video card drivers. You just need to find a way to access those features in our code. We do that by using OpenGL's extension mechanism.
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