<div dir="ltr">Hi Maxim,<br><div class="gmail_extra"><br><div class="gmail_quote">On 13 October 2017 at 15:36, Maxim Stere <span dir="ltr"><<a href="mailto:osgforum@tevs.eu" target="_blank">osgforum@tevs.eu</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Ah, interesting...I did not know that GL3 Profile in OSG was only for MAC compatibility. That is good to know.<br></blockquote><div><br></div><div>It's not purely for MacOS compatibility, building the OSG with cmake . -DOPENGL=GLCORE can be used on all platforms, and is used where you don't want any of the fixed function capabilities of old GL</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
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Default Windows GL headers are of the old 1.1 version. So the advanced later versions might be handled by the graphics card.<br></blockquote><div><br></div><div>The OSG queries all extensions at runtime and provides fallbacks from elements missing from header so even if you compile against a GL 1.1 header it'll be able to use later features.<br></div><div><br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
So in GL2 profile, will OSG be able to use GLSL 4.5 Core version?<span class=""><br></span></blockquote><div><br></div><div> If you explicitly want to exclude compatibility profile then you'll want to build the OSG with GLCORE, but otherwise the OSG will treat GL as both forward and backwards compatibility - as long as the driver supports it. In the case of GL3 under OSX they drop all compatibility profile functionality so you have no choice.</div><div><br></div><div>Robert.<br></div><div><br></div><div><br></div><div> </div></div><br></div></div>