I have my program working with VBO's efficiently however it has come to my knowledge that no-one I know with the exception of 1 person has a computer that even comes close to supporting OpenGL 3.0. When they all run programs I have made all they get are flat textures that have no depth because their cards don't support VBO's nor the Shader language that I am using.
I am now coding in support for older computers (Prior OpenGL 3.0 support). I don't want to code in drawing in immediate mode unless completely necessary, so I'm reverting to Vertex Arrays.
What version of OpenGL is required to support Vertex Arrays?
I cant seem to locate this anywhere.
Extension Registry: http://www.opengl.org/registry/
Just to clarify I am talking about Client-side vertex arrays not to be confused with server-side Vertex Array Objects (VAO's) or Vertex Buffer Objects (VBO's)
I'll be somewhat comprehensive here.
The basic vertex array API has been core since OpenGL 1.1.
OpenGL 1.1 introduced:
glDrawArrays and glDrawElements (as well as glArrayElement, but really nobody should use that for anything ever) for rendering.glVertexPointer, glTexCoordPointer, glNormalPointer, and glColorPointer for "attributes". Note that you only get one texture coordinate pointer.OpenGL 1.2 introduced:
glDrawRangeElements, for improved performance on some drivers. Not very useful these days, but if you're coding for old hardware, look into it.OpenGL 1.3 introduced:
glActiveTexture, thus allowing GL_MAX_TEXTURE_UNITS numbers of glTexCoordPointers.OpenGL 1.4 introduced:
glMultiDrawArrays and glMultiDrawElements.glSecondaryColorPointer and glFogCoordPointer.OpenGL 1.5 introduced:
OpenGL 2.0 introduced:
glVertexAttribPointer for generic shader attributes. Usable with client-side vertex arrays.If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
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