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OpenGL: Difference between revisions

40 bytes removed ,  21 March 2022
m
the section links in the WP "FPS" article keep changing and the desired material has been split into two sections anyway, so let's not use a section link; removing mention of Descent because it was removed from the WP article :-(
m (→‎OpenGL in Oni: linking to our documentation of Oni's erstwhile lightmapping, and wiki-linking a definition for Gouraud)
m (the section links in the WP "FPS" article keep changing and the desired material has been split into two sections anyway, so let's not use a section link; removing mention of Descent because it was removed from the WP article :-()
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OpenGL is what Oni uses for rendering in-game components as well as the menu system and splashscreens – basically everything you see, except for those dialogs and window elements that are handled directly by the operating system (e.g., "[[Troubleshooting/Blam|Blam]]").
OpenGL is what Oni uses for rendering in-game components as well as the menu system and splashscreens – basically everything you see, except for those dialogs and window elements that are handled directly by the operating system (e.g., "[[Troubleshooting/Blam|Blam]]").


Oni's development in the late '90s corresponds to an era when GFX hardware was booming<ref>Quake (1996) is widely regarded as having played a key part in the breakthrough of real-time 3D technology in the late '90s [https://popculthq.com/2018/02/26/evolution-polygons-3d-video-game-graphics/]. See [[wp:First-person_shooter#Advances_in_3D_graphics:_1995–1999|HERE]] (Wikipedia) for a more detailed account citing other remarkable games, such as Descent (1995) or Half-Life (1999).</ref>, but the compatibility standards of such frameworks as OpenGL were still emergent. Starting with OpenGL 1.2.1 (October 1998), new OpenGL features were subject to approval by the Architecture Review Board (the "ARB extensions" concept), based on wide enough availability and reliability on the hardware side. Multitexturing ("GL_ARB_multitexture") was the only extension officially introduced by the OpenGL 1.2.1 spec (section F.2), but other extensions were gradually added on the way to OpenGL 1.3 (August 2001).
Oni's development in the late '90s corresponds to an era when GFX hardware was booming<ref>Quake (1996) is [https://popculthq.com/2018/02/26/evolution-polygons-3d-video-game-graphics/ widely regarded] as having played a key part in the breakthrough of real-time 3D technology in the late '90s. See [[wp:First-person_shooter|First-person shooter]] (Wikipedia) for a more detailed account citing other noteworthy games such as Half-Life (1998).</ref>, but the compatibility standards of such frameworks as OpenGL were still emergent. Starting with OpenGL 1.2.1 (October 1998), new OpenGL features were subject to approval by the Architecture Review Board (the "ARB extensions" concept), based on wide enough availability and reliability on the hardware side. Multitexturing ("GL_ARB_multitexture") was the only extension officially introduced by the OpenGL 1.2.1 spec (section F.2), but other extensions were gradually added on the way to OpenGL 1.3 (August 2001).


==OpenGL in Oni==
==OpenGL in Oni==