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<a name="TGLVersion"></a><h1 class="cio">Class TGLVersion</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleGLVersion.html">CastleGLVersion</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TGLVersion = class(<a class="normal" href="CastleGLVersion.TGenericGLVersion.html">TGenericGLVersion</a>)</code></p>
<h2 class="description">Description</h2>
<div class="nodescription">no description available, TGenericGLVersion description follows</div><p>
OpenGL libraries (core OpenGL or GLU) version information.
<p>As obtained from glGetString(GL_VERSION) or gluGetString(GLU_VERSION), also by glGetString(GL_VENDOR).
<p>This is usually created by <a class="normal" href="CastleGLUtils.html#GLInformationInitialize">CastleGLUtils.GLInformationInitialize</a>.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleGLVersion.TGenericGLVersion.html">TGenericGLVersion</a></li>
<li class="thisitem">TGLVersion</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="CastleGLVersion.TGLVersion.html#Create">Create</a></b>(const VersionString, AVendor, ARenderer: string);</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#Vendor">Vendor</a></b>: string read FVendor;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#Renderer">Renderer</a></b>: string read FRenderer;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#Mesa">Mesa</a></b>: boolean read FMesa;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#VendorMajor">VendorMajor</a></b>: Integer read FVendorMajor;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#VendorMinor">VendorMinor</a></b>: Integer read FVendorMinor;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#VendorRelease">VendorRelease</a></b>: Integer read FVendorRelease;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#VendorATI">VendorATI</a></b>: boolean read FVendorATI;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#Fglrx">Fglrx</a></b>: boolean read FFglrx;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#VendorNVidia">VendorNVidia</a></b>: boolean read FVendorNVidia;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#VendorIntel">VendorIntel</a></b>: boolean read FVendorIntel;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyGenerateMipmap">BuggyGenerateMipmap</a></b>: boolean read FBuggyGenerateMipmap;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyFBOCubeMap">BuggyFBOCubeMap</a></b>: boolean read FBuggyFBOCubeMap;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyGenerateCubeMap">BuggyGenerateCubeMap</a></b>: boolean read FBuggyGenerateCubeMap;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyLightModelTwoSide">BuggyLightModelTwoSide</a></b>: boolean read FBuggyLightModelTwoSide;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyLightModelTwoSideMessage">BuggyLightModelTwoSideMessage</a></b>: string read FBuggyLightModelTwoSideMessage;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyVBO">BuggyVBO</a></b>: boolean read FBuggyVBO;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyShaderShadowMap">BuggyShaderShadowMap</a></b>: boolean read FBuggyShaderShadowMap;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyGLSLConstStruct">BuggyGLSLConstStruct</a></b>: boolean read FBuggyGLSLConstStruct;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyFBOMultiSampling">BuggyFBOMultiSampling</a></b>: boolean read FBuggyFBOMultiSampling;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggySwapNonStandardViewport">BuggySwapNonStandardViewport</a></b>: boolean
read FBuggySwapNonStandardViewport;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyDepth32">BuggyDepth32</a></b>: boolean read FBuggyDepth32;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleGLVersion.TGLVersion.html#BuggyGLSLFrontFacing">BuggyGLSLFrontFacing</a></b>: boolean read FBuggyGLSLFrontFacing;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const VersionString, AVendor, ARenderer: string);</code></td>
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<h3 class="detail">Properties</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Vendor"></a><code>property <b>Vendor</b>: string read FVendor;</code></td>
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<p>
Vendor that created the OpenGL implemenetation. This is just glGetString(GL_VENDOR).</p>
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<td class="itemcode"><a name="Renderer"></a><code>property <b>Renderer</b>: string read FRenderer;</code></td>
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<p>
Renderer (GPU model, or software method used for rendering) of the OpenGL. This is just glGetString(GL_RENDERER).</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Mesa"></a><code>property <b>Mesa</b>: boolean read FMesa;</code></td>
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<p>
Are we using Mesa (<a href="http://mesa3d.org/">http://mesa3d.org/</a>). Detected using VendorSpecific information.</p>
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<td class="itemcode"><a name="VendorMajor"></a><code>property <b>VendorMajor</b>: Integer read FVendorMajor;</code></td>
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<p>
Vendor-specific drivers version. Right now this is detected for Mesa and Intel. </p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VendorMinor"></a><code>property <b>VendorMinor</b>: Integer read FVendorMinor;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VendorRelease"></a><code>property <b>VendorRelease</b>: Integer read FVendorRelease;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VendorATI"></a><code>property <b>VendorATI</b>: boolean read FVendorATI;</code></td>
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<p>
ATI GPU with ATI drivers.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Fglrx"></a><code>property <b>Fglrx</b>: boolean read FFglrx;</code></td>
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<p>
ATI GPU with ATI drivers on Linux.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VendorNVidia"></a><code>property <b>VendorNVidia</b>: boolean read FVendorNVidia;</code></td>
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<p>
NVidia GPU with NVidia drivers.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="VendorIntel"></a><code>property <b>VendorIntel</b>: boolean read FVendorIntel;</code></td>
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<p>
Intel GPU with Intel drivers.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyGenerateMipmap"></a><code>property <b>BuggyGenerateMipmap</b>: boolean read FBuggyGenerateMipmap;</code></td>
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<p>
Buggy glGenerateMipmapEXT (Mesa and Intel(Windows) bug).
<p>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.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyFBOCubeMap"></a><code>property <b>BuggyFBOCubeMap</b>: boolean read FBuggyFBOCubeMap;</code></td>
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<p>
Buggy generation of cube maps on FBO (Intel(Windows) bug).
<p>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.
<p>Observed, and this workaround is needed, at least on: </p>
<ul class="paragraph_spacing">
<li><p>Version string: 2.1.0 - Build 8.15.10.2104</p></li>
<li><p>Vendor: Intel</p></li>
<li><p>Renderer: Intel(R) HD Graphics</p></li>
</ul>
<p></p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyGenerateCubeMap"></a><code>property <b>BuggyGenerateCubeMap</b>: boolean read FBuggyGenerateCubeMap;</code></td>
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<p>
Buggy generation of cube maps at all (Intel(Windows) bug).
<p>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 <a class="normal" href="CastleGLVersion.TGLVersion.html#BuggyFBOCubeMap">BuggyFBOCubeMap</a>, magenta is always seen at positiveX part of the cube map.
<p>Observed, and this workaround is needed, at least on: </p>
<ul class="paragraph_spacing">
<li><p>Version string: 3.3.0 - Build 8.15.10.2778</p></li>
<li><p>Vendor: Intel</p></li>
<li><p>Renderer: Intel(R) HD Graphics 4000</p></li>
</ul>
<p></p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyLightModelTwoSide"></a><code>property <b>BuggyLightModelTwoSide</b>: boolean read FBuggyLightModelTwoSide;</code></td>
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<p>
Buggy GL_LIGHT_MODEL_TWO_SIDE = GL_TRUE behavior (ATI(Linux) bug). See [<a href="https://sourceforge.net/apps/phpbb/vrmlengine/viewtopic.php?f=3&t=14">https://sourceforge.net/apps/phpbb/vrmlengine/viewtopic.php?f=3&t=14</a>]</p>
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<td class="itemcode"><a name="BuggyLightModelTwoSideMessage"></a><code>property <b>BuggyLightModelTwoSideMessage</b>: string read FBuggyLightModelTwoSideMessage;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyVBO"></a><code>property <b>BuggyVBO</b>: boolean read FBuggyVBO;</code></td>
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<p>
Buggy VBO (Intel(Windows) bug).</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyShaderShadowMap"></a><code>property <b>BuggyShaderShadowMap</b>: boolean read FBuggyShaderShadowMap;</code></td>
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<p>
Buggy shadow2DProj in some situations (ATI(Linux) bug).</p>
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<td class="itemcode"><a name="BuggyGLSLConstStruct"></a><code>property <b>BuggyGLSLConstStruct</b>: boolean read FBuggyGLSLConstStruct;</code></td>
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<p>
Buggy GLSL <code>"const in gl_Xxx"</code> (NVidia bug). Segfaults at glCompileShader[ARB] on GLSL declarations like <code>"const in gl_MaterialParameters material"</code>. Affects some NVidia drivers on Linux (like version 295.49 in Debian testing on 2012-06-02).</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyFBOMultiSampling"></a><code>property <b>BuggyFBOMultiSampling</b>: boolean read FBuggyFBOMultiSampling;</code></td>
</tr>
<tr><td colspan="2">
<p>
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.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggySwapNonStandardViewport"></a><code>property <b>BuggySwapNonStandardViewport</b>: boolean
read FBuggySwapNonStandardViewport;</code></td>
</tr>
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<p>
Buggy swap buffers when <a class="normal" href="CastleGLUtils.html#GLViewport">glViewport</a> does not contain whole window (ATI(Linux) bug).</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyDepth32"></a><code>property <b>BuggyDepth32</b>: boolean read FBuggyDepth32;</code></td>
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<tr><td colspan="2">
<p>
Buggy 32-bit depth buffer, 24-bit depth buffer works Ok (Mesa on ATI (Linux) bug).</p>
</td></tr>
</table>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BuggyGLSLFrontFacing"></a><code>property <b>BuggyGLSLFrontFacing</b>: boolean read FBuggyGLSLFrontFacing;</code></td>
</tr>
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<p>
Buggy gl_FrontFacing in GLSL. Observed on Mesa 10.x with OpenGL 3.x (see implemenetation for details where it's observed / not observed).
<p>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.</p>
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