Just to give some introduction before I jump into my questions:
It’s been a while since I used OpenGL for serious tasks. The past couple of years I’ve used mostly DirectX.
Yet recently I decided to develop the demo of a research project in OpenGL to keep in touch with the updates and have a grasp on GLSL. I’m satisfied with the improvements.
Now I’m trying to stop being lazy and make my OpenGl programs a bit more reliable and more “professional-looking”.
With that in mind what I’m actually doing is some rendering paths in my applications and libraries so that they’ll actually run in different hardware profiles and situations.
Well, my questions will concern mostly on POT/NPOT, float textures, 2D/RECTANGLE targets and mip-mapping.
I guess I shall start with a single question and progress on them together with the feedback you might provide me.
I know I can find NPOT support by querying ARB_texture_non_power_of_two or float texture support with ARB_texture_float.
What I want to know is if the hardware support NPOT float textures with filtering, altogether.
Can I safely infer all this solely by inspecting these individual extension strings? Will this guarantee that all these three referred features are valid when used together? If not, how can I determine this?
I’m reading through the OpenGL 3.x specification as well as some of the extensions’ documentation files. However, I have to say that it is quite difficult to follow and link all of them together… I know that pretty much every extension has exceptions that may not be well documented or updated as new extensions are proposed.
That being said, I could use some of your expertise.
(sorry if this post is supposed to be in the beginner’s forum; if this is the case let me know and I’ll move my question to there).
Thanks in advance,