OpenGL-Extensions: Unterschied zwischen den Versionen
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(Hinzufügen einiger Extension-Links) |
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(38 dazwischenliegende Versionen von 13 Benutzern werden nicht angezeigt) | |||
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== Was hier hinein gehört == | == Was hier hinein gehört == | ||
+ | Idealerweise landen hier Übersetzungen der Extensiondokumente aus der [http://oss.sgi.com/projects/ogl-sample/registry/ Extension-Registry von SGI]. Dabei werden die Informationen so zusammengefasst und strukturiert, :wie es die [[Extensionvorlage]] vorgibt. Dadurch soll die Nutz- und Lesbarkeit der Spezifikationen erhöht werden. | ||
− | + | Die Artikel enthalten entsprechend '''nur technische Erklärungen zur Nutzung einer Extension''', also z.B. wie man VBOs lädt, was die Parameter bedeutet, etc. <br> | |
− | + | Die Artikel enthalten '''nicht''' | |
+ | *Ausführliche Erklärungen zu den neuen Funktionen. Diese werden in gesonderten Artikeln beschrieben. | ||
+ | *Erklärungen zu den Techniken die eine Extension verkörpert (also darf z.B. bei GL_ARB_Vertex_Shader nicht stehen was ein Vertexshader ist). Solche Informationen kommen je nach Thematik in die Sektionen [[Techniken und Algorithmen]] oder [[Hintergrundwissen]]. | ||
− | + | '''Bitte benutzt die [[Extensionvorlage]] damit alle Artikel gleich strukturiert sind.''' | |
+ | Wie so ein Artikel aussehen sollte kann am Beispiel [[GL_ARB_texture_env_combine]] gesehen werden. | ||
− | Sollte eine Extension | + | Sollte eine Extension neue Funktionen mitbringen, so gehört deren Verlinkung und Erklärung in die [[OpenGL-Funktionsübersicht]]. |
− | Bittet sortiert eure neue Extension | + | Bittet sortiert eure neue Extension alphabetisch '''und''' in die passende Subkategorie ein! |
== Extensionübersicht == | == Extensionübersicht == | ||
=== ARB === | === ARB === | ||
− | : (Was bedeutet [[ARB]]?) | + | : (Was bedeutet [[ARB]] {{icpIcon}}?) |
+ | : [[GL_ARB_color_buffer_float]] | ||
+ | : [[GL_ARB_depth_texture]] | ||
+ | : [[GL_ARB_draw_buffers]] | ||
+ | : [[GL_ARB_draw_instanced]] | ||
: [[GL_ARB_fragment_program]] | : [[GL_ARB_fragment_program]] | ||
− | : [[GL_ARB_imaging]] | + | : [[GL_ARB_fragment_program_shadow]] |
+ | : [[GL_ARB_fragment_shader]] | ||
+ | : [[GL_ARB_framebuffer_object]] | ||
+ | : [[GL_ARB_geometry_shader4]] | ||
+ | : [[GL_ARB_half_float_pixel]] | ||
+ | : [[GL_ARB_half_float_vertex]] | ||
+ | : [[GL_ARB_imaging]]{{icpIcon}} | ||
+ | : [[GL_ARB_map_buffer_range]] | ||
+ | : [[GL_ARB_multisample]]{{icpIcon}} | ||
+ | : [[GL_ARB_multitexture]] | ||
+ | : [[GL_ARB_occlusion_query]] | ||
+ | : [[GL_ARB_pixel_buffer_object]] | ||
+ | : [[GL_ARB_point_parameters]] | ||
+ | : [[GL_ARB_point_sprite]] | ||
+ | : [[GL_ARB_shader_objects]] | ||
+ | : [[GL_ARB_shading_language_100]] | ||
+ | : [[GL_ARB_shadow]] | ||
+ | : [[GL_ARB_texture_border_clamp]] | ||
+ | : [[GL_ARB_texture_buffer_object]] | ||
+ | : [[GL_ARB_texture_compression]] | ||
+ | : [[GL_ARB_texture_env_add]] | ||
: [[GL_ARB_texture_env_combine]] | : [[GL_ARB_texture_env_combine]] | ||
+ | : [[GL_ARB_texture_env_dot3]] | ||
: [[GL_ARB_texture_cube_map]] | : [[GL_ARB_texture_cube_map]] | ||
+ | : [[GL_ARB_texture_float]] | ||
+ | : [[GL_ARB_texture_mirrored_repeat]] | ||
+ | : [[GL_ARB_texture_non_power_of_two]] | ||
+ | : [[GL_ARB_texture_rectangle]] | ||
+ | : [[GL_ARB_texture_rg]] | ||
+ | : [[GL_ARB_transpose_matrix]] | ||
+ | : [[GL_ARB_vertex_array_object]] | ||
: [[GL_ARB_vertex_program]] | : [[GL_ARB_vertex_program]] | ||
+ | : [[GL_ARB_vertex_buffer_object]] | ||
+ | : [[GL_ARB_vertex_program]] | ||
+ | : [[GL_ARB_vertex_shader]] | ||
+ | : [[GL_ARB_window_pos]] | ||
+ | |||
=== EXT === | === EXT === | ||
: (Was bedeutet [[EXT]]?) | : (Was bedeutet [[EXT]]?) | ||
+ | : [[GL_EXT_abgr]] | ||
+ | : [[GL_EXT_bgra]] | ||
+ | : [[GL_EXT_bindable_uniform]] | ||
+ | : [[GL_EXT_blend_color]] | ||
+ | : [[GL_EXT_blend_equation_separate]] | ||
+ | : [[GL_EXT_blend_func_separate]] | ||
+ | : [[GL_EXT_blend_minmax]] | ||
+ | : [[GL_EXT_blend_subtract]] | ||
+ | : [[GL_EXT_Cg_shader]] | ||
: [[GL_EXT_color_table]] | : [[GL_EXT_color_table]] | ||
+ | : [[GL_EXT_compiled_vertex_array]] | ||
: [[GL_EXT_convolution]] | : [[GL_EXT_convolution]] | ||
+ | : [[GL_EXT_depth_bounds_test]] | ||
+ | : [[GL_EXT_direct_state_access]] | ||
+ | : [[GL_EXT_draw_buffers2]] | ||
+ | : [[GL_EXT_draw_instanced]] | ||
+ | : [[GL_EXT_draw_range_elements]] | ||
+ | : [[GL_EXT_fog_coord]] | ||
: [[GL_EXT_fog_offset]] | : [[GL_EXT_fog_offset]] | ||
+ | : [[GL_EXT_framebuffer_blit]] | ||
+ | : [[GL_EXTX_framebuffer_mixed_formats]] | ||
+ | : [[GL_EXT_framebuffer_multisample]] | ||
+ | : [[GL_EXT_framebuffer_object]] {{icpIcon}} | ||
+ | : [[GL_EXT_framebuffer_sRGB]] | ||
+ | : [[GL_EXT_geometry_shader4]] | ||
+ | : [[GL_EXT_gpu_program_parameters]] | ||
+ | : [[GL_EXT_gpu_shader4]] | ||
: [[GL_EXT_interlace]] | : [[GL_EXT_interlace]] | ||
: [[GL_EXT_interlace_read]] | : [[GL_EXT_interlace_read]] | ||
+ | : [[GL_EXT_multi_draw_arrays]] | ||
: [[GL_EXT_multisample]] | : [[GL_EXT_multisample]] | ||
: [[GL_EXT_occlusion_test]] | : [[GL_EXT_occlusion_test]] | ||
+ | : [[GL_EXT_packed_depth_stencil]] | ||
+ | : [[GL_EXT_packed_float]] | ||
+ | : [[GL_EXT_packed_pixels]] | ||
+ | : [[GL_EXT_pixel_buffer_object]] | ||
: [[GL_EXT_pixel_texture]] | : [[GL_EXT_pixel_texture]] | ||
+ | : [[GL_EXT_point_parameters]] | ||
: [[GL_EXT_rescale_normal]] | : [[GL_EXT_rescale_normal]] | ||
+ | : [[GL_EXT_secondary_color]] | ||
+ | : [[GL_EXT_separate_specular_color]] | ||
+ | : [[GL_EXT_shadow_funcs]] | ||
+ | : [[GL_EXT_stencil_two_side]] | ||
: [[GL_EXT_stencil_wrap]] | : [[GL_EXT_stencil_wrap]] | ||
: [[GL_EXT_texture3D]] | : [[GL_EXT_texture3D]] | ||
+ | : [[GL_EXT_texture_array]] | ||
+ | : [[GL_EXT_texture_buffer_object]] | ||
: [[GL_EXT_texture_color_table]] | : [[GL_EXT_texture_color_table]] | ||
+ | : [[GL_EXT_texture_compression_latc]] | ||
+ | : [[GL_EXT_texture_compression_rgtc]] | ||
+ | : [[GL_EXT_texture_compression_s3tc]] | ||
+ | : [[GL_EXT_texture_cube_map]] | ||
+ | : [[GL_EXT_texture_edge_clamp]] | ||
+ | : [[GL_EXT_texture_env_add]] | ||
+ | : [[GL_EXT_texture_env_combine]] | ||
+ | : [[GL_EXT_texture_env_dot3]] | ||
+ | : [[GL_EXT_texture_filter_anisotropic]] | ||
+ | : [[GL_EXT_texture_integer]] | ||
+ | : [[GL_EXT_texture_lod]] | ||
+ | : [[GL_EXT_texture_lod_bias]] | ||
+ | : [[GL_EXT_texture_mirror_clamp]] | ||
+ | : [[GL_EXT_texture_object]] | ||
+ | : [[GL_EXT_texture_shared_exponent]] | ||
+ | : [[GL_EXT_texture_sRGB]] | ||
+ | : [[GL_EXT_texture_swizzle]] | ||
+ | : [[GL_EXT_timer_query]] | ||
+ | : [[GL_EXT_tranform_feedback]] | ||
+ | : [[GL_EXT_vertex_array]] | ||
+ | : [[GL_EXT_vertex_array_bgra]] | ||
+ | |||
=== WGL === | === WGL === | ||
: (Was bedeutet [[WGL]]?) | : (Was bedeutet [[WGL]]?) | ||
+ | : [[WGL_ARB_extensions_string]] | ||
+ | : [[WGL_ARB_pixel_format]] | ||
+ | : [[WGL_ARB_pixel_format_float]] | ||
: [[WGL_ARB_pbuffer]] | : [[WGL_ARB_pbuffer]] | ||
: [[WGL_ARB_multisample]] | : [[WGL_ARB_multisample]] | ||
− | + | : [[WGL_EXT_swap_control]] | |
+ | |||
=== GLX === | === GLX === | ||
− | : (Was bedeutet [[GLX]]?) | + | : (Was bedeutet [[GLX]] {{icpIcon}}?) |
+ | : [[GLX_ARB_fbconfig_float]] | ||
: [[GLX_ARB_get_proc_address]] | : [[GLX_ARB_get_proc_address]] | ||
+ | : [[GLX_ARB_multisample]] | ||
=== Herstellerabhängig === | === Herstellerabhängig === | ||
: [[GL_ATI_draw_buffers]] | : [[GL_ATI_draw_buffers]] | ||
+ | : [[GL_ATI_texture_float]] | ||
+ | : [[GL_ATI_texture_mirror_once]] | ||
: [[GL_HP_occlusion_test]] | : [[GL_HP_occlusion_test]] | ||
+ | : [[GL_IBM_rasterpos_clip]] | ||
+ | : [[GL_IBM_texture_mirrored_repeat]] | ||
+ | : [[GL_KTX_buffer_region]] | ||
+ | : [[GL_NV_blend_square]] | ||
+ | : [[GL_NV_conditional_render]] | ||
+ | : [[GL_NV_copy_depth_to_color]] | ||
+ | : [[GL_NV_depth_buffer_float]] | ||
+ | : [[GL_NV_depth_clamp]] | ||
+ | : [[GL_NV_explicit_multisample]] | ||
: [[GL_NV_fence]] | : [[GL_NV_fence]] | ||
+ | : [[GL_NV_float_buffer]] | ||
+ | : [[GL_NV_fog_distance]] | ||
+ | : [[GL_NV_fragment_program]] | ||
+ | : [[GL_NV_fragment_program_option]] | ||
+ | : [[GL_NV_fragment_program2]] | ||
+ | : [[GL_NV_framebuffer_multisample_coverage]] | ||
+ | : [[GL_NV_geometry_shader4]] | ||
+ | : [[GL_NV_gpu_program4]] | ||
+ | : [[GL_NV_half_float]] | ||
+ | : [[GL_NV_light_max_exponent]] | ||
+ | : [[GL_NV_multisample_coverage]] | ||
+ | : [[GL_NV_multisample_filter_hint]] | ||
+ | : [[GL_NV_occlusion_query]] | ||
+ | : [[GL_NV_packed_depth_stencil]] | ||
+ | : [[GL_NV_parameter_buffer_object]] | ||
+ | : [[GL_NV_pixel_data_range]] | ||
+ | : [[GL_NV_point_sprite]] | ||
+ | : [[GL_NV_primitive_restart]] | ||
+ | : [[GL_NV_register_combiners]] | ||
+ | : [[GL_NV_register_combiners2]] | ||
+ | : [[GL_NV_texgen_reflection]] | ||
+ | : [[GL_NV_texture_compression_vtc]] | ||
: [[GL_NV_texture_env_combine4]] | : [[GL_NV_texture_env_combine4]] | ||
+ | : [[GL_NV_texture_expand_normal]] | ||
+ | : [[GL_NV_texture_rectangle]] | ||
+ | : [[GL_NV_texture_shader]] | ||
+ | : [[GL_NV_texture_shader2]] | ||
+ | : [[GL_NV_texture_shader3]] | ||
+ | : [[GL_NV_transform_feedback]] | ||
+ | : [[GL_NV_vertex_array_range]] | ||
+ | : [[GL_NV_vertex_array_range2]] | ||
+ | : [[GL_NV_vertex_program]] | ||
+ | : [[GL_NV_vertex_program1_1]] | ||
+ | : [[GL_NV_vertex_program2]] | ||
+ | : [[GL_NV_vertex_program2_option]] | ||
+ | : [[GL_NV_vertex_program3 GL_NVX_conditional_render]] | ||
+ | : [[GL_S3_s3tc]] | ||
+ | : [[GL_SGIS_generate_mipmap]] | ||
+ | : [[GL_SGIS_texture_lod]] | ||
+ | : [[GL_SGIX_depth_texture]] | ||
+ | : [[GL_SGIX_shadow]] | ||
+ | : [[GL_SUN_slice_accum]] | ||
+ | : [[GL_WIN_swap_hint]] |
Aktuelle Version vom 3. März 2009, 17:06 Uhr
Inhaltsverzeichnis
Was hier hinein gehört
Idealerweise landen hier Übersetzungen der Extensiondokumente aus der Extension-Registry von SGI. Dabei werden die Informationen so zusammengefasst und strukturiert, :wie es die Extensionvorlage vorgibt. Dadurch soll die Nutz- und Lesbarkeit der Spezifikationen erhöht werden.
Die Artikel enthalten entsprechend nur technische Erklärungen zur Nutzung einer Extension, also z.B. wie man VBOs lädt, was die Parameter bedeutet, etc.
Die Artikel enthalten nicht
- Ausführliche Erklärungen zu den neuen Funktionen. Diese werden in gesonderten Artikeln beschrieben.
- Erklärungen zu den Techniken die eine Extension verkörpert (also darf z.B. bei GL_ARB_Vertex_Shader nicht stehen was ein Vertexshader ist). Solche Informationen kommen je nach Thematik in die Sektionen Techniken und Algorithmen oder Hintergrundwissen.
Bitte benutzt die Extensionvorlage damit alle Artikel gleich strukturiert sind. Wie so ein Artikel aussehen sollte kann am Beispiel GL_ARB_texture_env_combine gesehen werden.
Sollte eine Extension neue Funktionen mitbringen, so gehört deren Verlinkung und Erklärung in die OpenGL-Funktionsübersicht.
Bittet sortiert eure neue Extension alphabetisch und in die passende Subkategorie ein!
Extensionübersicht
ARB
- (Was bedeutet ARB
?)
- GL_ARB_color_buffer_float
- GL_ARB_depth_texture
- GL_ARB_draw_buffers
- GL_ARB_draw_instanced
- GL_ARB_fragment_program
- GL_ARB_fragment_program_shadow
- GL_ARB_fragment_shader
- GL_ARB_framebuffer_object
- GL_ARB_geometry_shader4
- GL_ARB_half_float_pixel
- GL_ARB_half_float_vertex
- GL_ARB_imaging
- GL_ARB_map_buffer_range
- GL_ARB_multisample
- GL_ARB_multitexture
- GL_ARB_occlusion_query
- GL_ARB_pixel_buffer_object
- GL_ARB_point_parameters
- GL_ARB_point_sprite
- GL_ARB_shader_objects
- GL_ARB_shading_language_100
- GL_ARB_shadow
- GL_ARB_texture_border_clamp
- GL_ARB_texture_buffer_object
- GL_ARB_texture_compression
- GL_ARB_texture_env_add
- GL_ARB_texture_env_combine
- GL_ARB_texture_env_dot3
- GL_ARB_texture_cube_map
- GL_ARB_texture_float
- GL_ARB_texture_mirrored_repeat
- GL_ARB_texture_non_power_of_two
- GL_ARB_texture_rectangle
- GL_ARB_texture_rg
- GL_ARB_transpose_matrix
- GL_ARB_vertex_array_object
- GL_ARB_vertex_program
- GL_ARB_vertex_buffer_object
- GL_ARB_vertex_program
- GL_ARB_vertex_shader
- GL_ARB_window_pos
EXT
- (Was bedeutet EXT?)
- GL_EXT_abgr
- GL_EXT_bgra
- GL_EXT_bindable_uniform
- GL_EXT_blend_color
- GL_EXT_blend_equation_separate
- GL_EXT_blend_func_separate
- GL_EXT_blend_minmax
- GL_EXT_blend_subtract
- GL_EXT_Cg_shader
- GL_EXT_color_table
- GL_EXT_compiled_vertex_array
- GL_EXT_convolution
- GL_EXT_depth_bounds_test
- GL_EXT_direct_state_access
- GL_EXT_draw_buffers2
- GL_EXT_draw_instanced
- GL_EXT_draw_range_elements
- GL_EXT_fog_coord
- GL_EXT_fog_offset
- GL_EXT_framebuffer_blit
- GL_EXTX_framebuffer_mixed_formats
- GL_EXT_framebuffer_multisample
- GL_EXT_framebuffer_object
- GL_EXT_framebuffer_sRGB
- GL_EXT_geometry_shader4
- GL_EXT_gpu_program_parameters
- GL_EXT_gpu_shader4
- GL_EXT_interlace
- GL_EXT_interlace_read
- GL_EXT_multi_draw_arrays
- GL_EXT_multisample
- GL_EXT_occlusion_test
- GL_EXT_packed_depth_stencil
- GL_EXT_packed_float
- GL_EXT_packed_pixels
- GL_EXT_pixel_buffer_object
- GL_EXT_pixel_texture
- GL_EXT_point_parameters
- GL_EXT_rescale_normal
- GL_EXT_secondary_color
- GL_EXT_separate_specular_color
- GL_EXT_shadow_funcs
- GL_EXT_stencil_two_side
- GL_EXT_stencil_wrap
- GL_EXT_texture3D
- GL_EXT_texture_array
- GL_EXT_texture_buffer_object
- GL_EXT_texture_color_table
- GL_EXT_texture_compression_latc
- GL_EXT_texture_compression_rgtc
- GL_EXT_texture_compression_s3tc
- GL_EXT_texture_cube_map
- GL_EXT_texture_edge_clamp
- GL_EXT_texture_env_add
- GL_EXT_texture_env_combine
- GL_EXT_texture_env_dot3
- GL_EXT_texture_filter_anisotropic
- GL_EXT_texture_integer
- GL_EXT_texture_lod
- GL_EXT_texture_lod_bias
- GL_EXT_texture_mirror_clamp
- GL_EXT_texture_object
- GL_EXT_texture_shared_exponent
- GL_EXT_texture_sRGB
- GL_EXT_texture_swizzle
- GL_EXT_timer_query
- GL_EXT_tranform_feedback
- GL_EXT_vertex_array
- GL_EXT_vertex_array_bgra
WGL
- (Was bedeutet WGL?)
- WGL_ARB_extensions_string
- WGL_ARB_pixel_format
- WGL_ARB_pixel_format_float
- WGL_ARB_pbuffer
- WGL_ARB_multisample
- WGL_EXT_swap_control
GLX
- (Was bedeutet GLX
?)
- GLX_ARB_fbconfig_float
- GLX_ARB_get_proc_address
- GLX_ARB_multisample
Herstellerabhängig
- GL_ATI_draw_buffers
- GL_ATI_texture_float
- GL_ATI_texture_mirror_once
- GL_HP_occlusion_test
- GL_IBM_rasterpos_clip
- GL_IBM_texture_mirrored_repeat
- GL_KTX_buffer_region
- GL_NV_blend_square
- GL_NV_conditional_render
- GL_NV_copy_depth_to_color
- GL_NV_depth_buffer_float
- GL_NV_depth_clamp
- GL_NV_explicit_multisample
- GL_NV_fence
- GL_NV_float_buffer
- GL_NV_fog_distance
- GL_NV_fragment_program
- GL_NV_fragment_program_option
- GL_NV_fragment_program2
- GL_NV_framebuffer_multisample_coverage
- GL_NV_geometry_shader4
- GL_NV_gpu_program4
- GL_NV_half_float
- GL_NV_light_max_exponent
- GL_NV_multisample_coverage
- GL_NV_multisample_filter_hint
- GL_NV_occlusion_query
- GL_NV_packed_depth_stencil
- GL_NV_parameter_buffer_object
- GL_NV_pixel_data_range
- GL_NV_point_sprite
- GL_NV_primitive_restart
- GL_NV_register_combiners
- GL_NV_register_combiners2
- GL_NV_texgen_reflection
- GL_NV_texture_compression_vtc
- GL_NV_texture_env_combine4
- GL_NV_texture_expand_normal
- GL_NV_texture_rectangle
- GL_NV_texture_shader
- GL_NV_texture_shader2
- GL_NV_texture_shader3
- GL_NV_transform_feedback
- GL_NV_vertex_array_range
- GL_NV_vertex_array_range2
- GL_NV_vertex_program
- GL_NV_vertex_program1_1
- GL_NV_vertex_program2
- GL_NV_vertex_program2_option
- GL_NV_vertex_program3 GL_NVX_conditional_render
- GL_S3_s3tc
- GL_SGIS_generate_mipmap
- GL_SGIS_texture_lod
- GL_SGIX_depth_texture
- GL_SGIX_shadow
- GL_SUN_slice_accum
- GL_WIN_swap_hint