Timeline for OpenGL's matrix stack vs Hand multiplying
Current License: CC BY-SA 2.5
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 22, 2011 at 2:10 | vote | accept | deft_code | ||
| Jan 13, 2011 at 13:41 | comment | added | Tommy | Slight addition: GLES 1.x is the fixed functionality analogue of OpenGL 1.5 (ish) and includes the texture, modelview and projection stacks. GLES 2.x is the fully programmable embedded OpenGL and does not include the matrix operations at all, or any of the rest of the fixed functionality pipeline. So in GLSL there's also no gl_Vertex/Normal/Color/etc. How you pass information into a shader program is entirely up to you. | |
| Jan 13, 2011 at 7:25 | comment | added | user1430 | Note that that does not mean "support for translation matrices" was dropped, @deft_code. A translation matrix is just a particular set of floating point values after all, you can trivially build one yourself. It's more in the area of "linear algebra" than access to the graphics pipeline, really -- note that D3D doesn't have analogous functions either (they're in a separate utility library, D3DX). | |
| Jan 13, 2011 at 6:19 | comment | added | Bob Somers | Just double checked. Yes, the matrix stacks are deprecated in 3.0 - 3.2, and removed in 3.3 and 4.x. The idea is that since the whole pipeline has gone programmable you'll just pass your final matrix in to your shader and go from there. There's nothing to stop you from sticking with OpenGL 2.0, though. All the matrix stack functionality you're used to will still be there. | |
| Jan 13, 2011 at 6:15 | comment | added | deft_code | Can anyone confirm this? I learned graphics programming with OpenGL 1.5 and thought I was advanced because I was experimenting with some of the 2.0 features. You might say I'm a bit out of the loop. Dropping support for translation matricies seems to be a huge disadvantage. | |
| Jan 13, 2011 at 6:10 | history | answered | Bob Somers | CC BY-SA 2.5 |