On Fri, Dec 16, 2011 at 02:11:43PM -0800, Ian Romanick wrote:
| OpenGL 1.0 had texturing.  It just didn't have texture objects.  If
| you wanted more than one texture you had to use display lists.
| ...
| That's why OpenGL 1.1 came out so quickly after 1.0.

There were machines from a couple of workstation vendors that didn't
support texturing, and if I remember correctly the same was true for a
few of the PC vendors that were involved at the beginning.  Some of the
earliest arguments about subsetting revolved around that issue; people
wanted to ship OpenGL on machines without hardware texturing and without
software fallback.

Texture objects came about when everyone realized that some textures
needed to be mutable (via CopyTexture, etc.) but display lists were
explicitly designed to be immutable.  As Ian said, that was right on the
heels of 1.0.

Allen
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