On 03/15/2011 09:29 AM, José Fonseca wrote:
On Fri, 2011-03-11 at 15:41 -0800, Brian Paul wrote:
On Fri, Mar 11, 2011 at 2:23 PM, Patrick Baggett
<baggett.patr...@gmail.com>  wrote:
I feel like there is some kind of underlying lesson that we, OpenGL app
programmers, should be getting out of this...

Yeah, don't expect the GL_EXTENSIONS string to always fit in your
fixed-size buffer. :)

BTW, OpenGL 3.0 deprecates the glGetString(GL_EXTENSIONS) query.
Instead, query  GL_NUM_EXTENSIONS then call glGetStringi() for each
extension.


What about a psuedo-database of app ->  extension list rather than by year?
Surely Quake3 doesn't make use of but<= 10 extensions. I'd imagine the same
holds true for other old games as well. A simple "strings" on their binary
could figure that out...

Let's not over-engineer this.  We don't want a database of apps/games in Mesa.

I'm leaning toward sorting the ext list by year as Jose proposed and
then sort the list in glxinfo.

-Brian

Attached is a new version of the patch that keeps the extensions sorted
alphabetically in the source code, and sorts chronologically in runtime.
(Note the patch doesn't apply against the tip of master, but a version a
few weeks old -- I'll update before committing to master.)

Also attached is a patch for glxinfo that sorts all extensions
alphabetically.

Looks good to me, José.

-Brian
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