
Hello. I'm quite new to OpenGL, so I don't know all features available. The description of the OpenGLRaw package says it's a binding for OpenGL 3.2. On the official site, the 3.2 specification version is from 2009. [1] Why the Haskell binding uses version 3.2? What OpenGL features I'm missing by using Haskell instead of C? Thanks. [1] http://www.opengl.org/registry/

I'd say that OpenGL 3.2 is still the norm nowadays. Many graphics cards out
there don't support OpenGL 4.x (meaning: no hardware support for
tessellation). Mac OSX and Mesa both only support OpenGL 3.2.
You can read the OpenGL 4.3 specifications "with changes marked" to see
what's different between the various releases. If you just want a synopsis,
check out Wikipedia at http://en.wikipedia.org/wiki/OpenGL#OpenGL_4.0 .
--Myles
On Tue, Jan 15, 2013 at 6:58 AM, Thiago Negri
Hello.
I'm quite new to OpenGL, so I don't know all features available. The description of the OpenGLRaw package says it's a binding for OpenGL 3.2. On the official site, the 3.2 specification version is from 2009. [1]
Why the Haskell binding uses version 3.2? What OpenGL features I'm missing by using Haskell instead of C?
Thanks.
[1] http://www.opengl.org/registry/
_______________________________________________ HOpenGL mailing list HOpenGL@haskell.org http://www.haskell.org/mailman/listinfo/hopengl

I thought that newer versions were already spread out.
Thanks for your answer, greatly appreciated.
2013/1/15 Myles C. Maxfield
I'd say that OpenGL 3.2 is still the norm nowadays. Many graphics cards out there don't support OpenGL 4.x (meaning: no hardware support for tessellation). Mac OSX and Mesa both only support OpenGL 3.2.
You can read the OpenGL 4.3 specifications "with changes marked" to see what's different between the various releases. If you just want a synopsis, check out Wikipedia at http://en.wikipedia.org/wiki/OpenGL#OpenGL_4.0 .
--Myles
On Tue, Jan 15, 2013 at 6:58 AM, Thiago Negri
wrote: Hello.
I'm quite new to OpenGL, so I don't know all features available. The description of the OpenGLRaw package says it's a binding for OpenGL 3.2. On the official site, the 3.2 specification version is from 2009. [1]
Why the Haskell binding uses version 3.2? What OpenGL features I'm missing by using Haskell instead of C?
Thanks.
[1] http://www.opengl.org/registry/
_______________________________________________ HOpenGL mailing list HOpenGL@haskell.org http://www.haskell.org/mailman/listinfo/hopengl

On Wed, Jan 16, 2013 at 11:16 AM, Thiago Negri
I thought that newer versions were already spread out.
Thanks for your answer, greatly appreciated.
2013/1/15 Myles C. Maxfield
I'd say that OpenGL 3.2 is still the norm nowadays. Many graphics cards out there don't support OpenGL 4.x (meaning: no hardware support for tessellation). Mac OSX and Mesa both only support OpenGL 3.2.
You can read the OpenGL 4.3 specifications "with changes marked" to see what's different between the various releases. If you just want a synopsis, check out Wikipedia at http://en.wikipedia.org/wiki/OpenGL#OpenGL_4.0 .
--Myles
On Tue, Jan 15, 2013 at 6:58 AM, Thiago Negri
wrote: Hello.
I'm quite new to OpenGL, so I don't know all features available. The description of the OpenGLRaw package says it's a binding for OpenGL 3.2. On the official site, the 3.2 specification version is from 2009. [1]
Why the Haskell binding uses version 3.2? What OpenGL features I'm missing by using Haskell instead of C?
Thanks.
[1] http://www.opengl.org/registry/
_______________________________________________ HOpenGL mailing list HOpenGL@haskell.org http://www.haskell.org/mailman/listinfo/hopengl
_______________________________________________ HOpenGL mailing list HOpenGL@haskell.org http://www.haskell.org/mailman/listinfo/hopengl
(sorry for the dupplicate, but I forgot to cc the list) The reason for still being at version 3.2 is the work needed to go further. Updating OpenGLRaw is a very tedious and error prone task as you have to lookup all the functions and enumeration values for each and every new extension. Updating OpenGL (which is somewhere around OpenGL 3.1) is also not the most interesting work (I've got experience in doing so), though still better work than updating OpenGLRaw. It mainly boils down to adding enumeration datatypes and functions that are already present in OpenGLRaw but now in the correct context, therefore it also includes digging through the OpenGL specification. As a possible solution to the first problem (updating OpenGLRaw) I've been developing a generator to do it for us. Though functioning it hasn't been put to use yet. I have thought about solving the second problem (updating OpenGL) by also generating it, yet this is far more difficult. Lars
participants (3)
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L Corbijn
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Myles C. Maxfield
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Thiago Negri