TWL + OpenGL 3.3

Started by Cubic, December 21, 2012, 19:57:25

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Cubic

I've just seen that TWL is still maintained (I could've sworn I read somewhere that it was dead, but http://hg.l33tlabs.org/twl/graph shows it's still being worked on).

Anyway, I was just wondering how well it would work with OpenGL 3.3 - it obviously won't work with the core profile (glVertexPointer and friends), but is there anything it might do to break my own rendering code?

refD

Generally old style OpenGL won't mess with the modern approach too much, since the modern approach simply doesn't rely on most of the state it obsesses about keeping.

I'd just look at how it leaves OpenGL state after it renders with respect to depth mask/test/stencil/blending etc, and make sure you correct it to what you want.

I've had old and new style OpenGL code that co-incided happily, it's not a big deal.