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Help => Graphics => Topic started by: kurasu1415 on August 08, 2012, 10:32:37 pm

Title: Programmable Pipeline (A.K.A Shaders) instead of Fixed Function Pipeline
Post by: kurasu1415 on August 08, 2012, 10:32:37 pm
So, I have a previous post that is not clear enough at all. I am trying to move away from fixed function completely. I have done this previously in SFML 1.5, but things have changed a lot in SFML 2. I want to do 100% Raw OpenGL without the help of SFML, and at the very end, render it to my Window. Is this possible? Essentially, I do not want to do GLBegin() and GLEnd(). I want to pass my VAOs to compiled shaders and render that way.

Thanks,
Kurasu1415
Title: Re: Programmable Pipeline (A.K.A Shaders) instead of Fixed Function Pipeline
Post by: Laurent on August 08, 2012, 10:39:51 pm
Why not? Just use the sf::Window class to create a window with an OpenGL context inside, and then do whatever you like with OpenGL.

What's your problem?
Title: Re: Programmable Pipeline (A.K.A Shaders) instead of Fixed Function Pipeline
Post by: kurasu1415 on August 08, 2012, 10:46:49 pm
What I meant by my previous post not being clear, was that I didn't make my issue clear enough. It sounded like I still wanted to use Fixed Function, so I made a new topic with a much clearer question.

I was trying to find out the requirements for this. Apparently, its just create the context inside a window. I wanted to make sure that SFML didn't require me to use any of it's OpenGL-related functionality.

Thanks for the fast response as always Laurent!