Castle Game Engine: CastleGLVersion: Class TGLVersion

# Class TGLVersion
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleGLVersion ## Declaration `type TGLVersion = class(TGenericGLVersion)` ## Description no description available, TGenericGLVersion description follows OpenGL libraries (core OpenGL or GLU) version information. As obtained from glGetString(GL_VERSION) or gluGetString(GLU_VERSION), also by glGetString(GL_VENDOR). This is usually created by CastleGLUtils.GLInformationInitialize. ## Hierarchy TObject TGenericGLVersion TGLVersion ## Overview ### Methods
| `constructor Create(const VersionString, AVendor, ARenderer: string);`
### Properties
| `property Vendor: string read FVendor;`
| `property Renderer: string read FRenderer;`
| `property Mesa: boolean read FMesa;`
| `property VendorMajor: Integer read FVendorMajor;`
| `property VendorMinor: Integer read FVendorMinor;`
| `property VendorRelease: Integer read FVendorRelease;`
| `property VendorATI: boolean read FVendorATI;`
| `property Fglrx: boolean read FFglrx;`
| `property VendorNVidia: boolean read FVendorNVidia;`
| `property VendorIntel: boolean read FVendorIntel;`
| `property BuggyGenerateMipmap: boolean read FBuggyGenerateMipmap;`
| `property BuggyFBOCubeMap: boolean read FBuggyFBOCubeMap;`
| `property BuggyGenerateCubeMap: boolean read FBuggyGenerateCubeMap;`
| `property BuggyLightModelTwoSide: boolean read FBuggyLightModelTwoSide;`
| `property BuggyLightModelTwoSideMessage: string read FBuggyLightModelTwoSideMessage;`
| `property BuggyVBO: boolean read FBuggyVBO;`
| `property BuggyShaderShadowMap: boolean read FBuggyShaderShadowMap;`
| `property BuggyGLSLConstStruct: boolean read FBuggyGLSLConstStruct;`
| `property BuggyFBOMultiSampling: boolean read FBuggyFBOMultiSampling;`
| `property BuggySwapNonStandardViewport: boolean read FBuggySwapNonStandardViewport;`
| `property BuggyDepth32: boolean read FBuggyDepth32;`
| `property BuggyGLSLFrontFacing: boolean read FBuggyGLSLFrontFacing;`
## Description ### Methods
| `constructor Create(const VersionString, AVendor, ARenderer: string);`
### Properties
| `property Vendor: string read FVendor;`
Vendor that created the OpenGL implemenetation. This is just glGetString(GL_VENDOR).
| `property Renderer: string read FRenderer;`
Renderer (GPU model, or software method used for rendering) of the OpenGL. This is just glGetString(GL_RENDERER).
| `property Mesa: boolean read FMesa;`
Are we using Mesa (http://mesa3d.org/). Detected using VendorSpecific information.
| `property VendorMajor: Integer read FVendorMajor;`
Vendor-specific drivers version. Right now this is detected for Mesa and Intel.
| `property VendorMinor: Integer read FVendorMinor;`
| `property VendorRelease: Integer read FVendorRelease;`
| `property VendorATI: boolean read FVendorATI;`
ATI GPU with ATI drivers.
| `property Fglrx: boolean read FFglrx;`
ATI GPU with ATI drivers on Linux.
| `property VendorNVidia: boolean read FVendorNVidia;`
NVidia GPU with NVidia drivers.
| `property VendorIntel: boolean read FVendorIntel;`
Intel GPU with Intel drivers.
| `property BuggyGenerateMipmap: boolean read FBuggyGenerateMipmap;`
Buggy glGenerateMipmapEXT (Mesa and Intel(Windows) bug). This was observed with software (no direct) rendering with 7.0.2 (segfaults) and 7.2.? (makes X crashing; sweet). With Mesa 7.5.1 (but tested only with radeon and radeonhd, so possibly it's not really related to Mesa version! Reports welcome) no problems.
| `property BuggyFBOCubeMap: boolean read FBuggyFBOCubeMap;`
Buggy generation of cube maps on FBO (Intel(Windows) bug). Symptoms: Parts of the cube map texture are uninitialized (left magenta). Reproducible with view3dscene on demo_models/cube_environment_mapping/cubemap_generated_in_dynamic_world.x3dv . Using separate FBO for each cube map face doesn't help (actually, makes it worse, there's more magenta), so it's not about being unable to do RenderToTexture.SetTexture multiple times. Observed, and this workaround is needed, at least on: Version string: 2.1.0 - Build 8.15.10.2104 Vendor: Intel Renderer: Intel(R) HD Graphics
| `property BuggyGenerateCubeMap: boolean read FBuggyGenerateCubeMap;`
Buggy generation of cube maps at all (Intel(Windows) bug). Symptoms: Parts of the cube map texture are uninitialized (left magenta). Reproducible with view3dscene on demo_models/cube_environment_mapping/cubemap_generated_in_dynamic_world.x3dv . This is worse then BuggyFBOCubeMap, magenta is always seen at positiveX part of the cube map. Observed, and this workaround is needed, at least on: Version string: 3.3.0 - Build 8.15.10.2778 Vendor: Intel Renderer: Intel(R) HD Graphics 4000
| `property BuggyLightModelTwoSide: boolean read FBuggyLightModelTwoSide;`
Buggy GL_LIGHT_MODEL_TWO_SIDE = GL_TRUE behavior (ATI(Linux) bug). See [https://sourceforge.net/apps/phpbb/vrmlengine/viewtopic.php?f=3&t=14]
| `property BuggyLightModelTwoSideMessage: string read FBuggyLightModelTwoSideMessage;`
| `property BuggyVBO: boolean read FBuggyVBO;`
Buggy VBO (Intel(Windows) bug).
| `property BuggyShaderShadowMap: boolean read FBuggyShaderShadowMap;`
Buggy shadow2DProj in some situations (ATI(Linux) bug).
| `property BuggyGLSLConstStruct: boolean read FBuggyGLSLConstStruct;`
Buggy GLSL `"const in gl_Xxx"` (NVidia bug). Segfaults at glCompileShader[ARB] on GLSL declarations like `"const in gl_MaterialParameters material"`. Affects some NVidia drivers on Linux (like version 295.49 in Debian testing on 2012-06-02).
| `property BuggyFBOMultiSampling: boolean read FBuggyFBOMultiSampling;`
Buggy (looks like wireframe) FBO rendering to the multi-sampling texture (ATI(Windows) and Intel(Windows) bug). This makes our screen effects broken on multi-sampled contexts.
| `property BuggySwapNonStandardViewport: boolean read FBuggySwapNonStandardViewport;`
Buggy swap buffers when glViewport does not contain whole window (ATI(Linux) bug).
| `property BuggyDepth32: boolean read FBuggyDepth32;`
Buggy 32-bit depth buffer, 24-bit depth buffer works Ok (Mesa on ATI (Linux) bug).
| `property BuggyGLSLFrontFacing: boolean read FBuggyGLSLFrontFacing;`
Buggy gl_FrontFacing in GLSL. Observed on Mesa 10.x with OpenGL 3.x (see implemenetation for details where it's observed / not observed). Note that avoiding gl_FrontFacing (that seems to always has inverted value?) is only a part of the workaround for these GPUs. The other is to not render back faces, since it seems that normals are *always* oriented to point to the light (so, if you don't look at gl_FrontFacing, you are lit from *both* sides). So enable backface culling, or just be prepared that backfaces may be incorrectly light.
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