Fixed Function Pipeline: Difference between revisions

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There are two basic ways to render. Either use a fixed function pipeline, or a [[shader program]].
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The fixed function pipeline is the legacy way, while using a [[shader program]] is the new way.
 
In OpenGL 2.1, fixed function pipeline will be used if no [[shader program]] is used.
There are two basic ways to render. Either use a fixed function pipeline, or a [[Shader|shader program]].
The fixed function pipeline is the legacy way, while using a [[Shader|shader program]] is the new way.
In OpenGL 2.1, fixed function pipeline will be used if no [[Shader|shader program]] is used.
A fixed function is characterized by the use of glBegin() and glEnd().
A fixed function is characterized by the use of glBegin() and glEnd().


With OpenGL 3.2, the fixed function pipeline is not only deprecated, it is removed.
With OpenGL 3.1 [[Core_And_Compatibility_in_Contexts|core], the fixed function pipeline has been removed from OpenGL. You may create a compatibility context to access the fixed-function pipeline again.
However, using a [[compatibility context]] makes it possible to switch back to fixed function pipeline.


See also [http://www.opengl.org/registry/specs/ARB/wgl_create_context.txt wgl_create_context]
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Revision as of 21:37, 10 April 2011

There are two basic ways to render. Either use a fixed function pipeline, or a shader program. The fixed function pipeline is the legacy way, while using a shader program is the new way. In OpenGL 2.1, fixed function pipeline will be used if no shader program is used. A fixed function is characterized by the use of glBegin() and glEnd().

With OpenGL 3.1 [[Core_And_Compatibility_in_Contexts|core], the fixed function pipeline has been removed from OpenGL. You may create a compatibility context to access the fixed-function pipeline again.