NVIDIA OpenGL Extensions
This document describes the OpenGL extensions supported by the NVIDIA
OpenGL drivers. As you can see, its not yet complete, but I plan
to update it as soon as I find time.
Download a header file with the enumerants
and prototypes for these extensions - glext.h
GL_ARB_multitexture [spec
is part of OpenGL 1.2.1 spec] [example]
GL_EXT_abgr [spec]
GL_EXT_bgra
GL_EXT_clip_volume_hint [spec]
GL_EXT_compiled_vertex_array [spec]
GL_EXT_cull_vertex [spec]
GL_EXT_packed_pixels
GL_EXT_point_parameters [spec]
GL_EXT_stencil_wrap
GL_EXT_texture_env_add [spec]
GL_EXT_texture_env_combine [spec]
GL_EXT_texture_cube_map [spec]
GL_EXT_texture_object [spec]
GL_EXT_vertex_array [spec]
GL_EXT_vertex_weighting [spec]
GL_KTX_buffer_region
GL_SGIS_multitexture
GL_NV_texgen_reflection [spec]
GL_NV_texture_env_combine4 [spec]
GL_WIN_swap_hint
GL_ARB_multitexture
Allows multiple textures to be applied in a single pass. Commonly
used by games (e.g. Quake) to apply
lightmaps to surface textures. Other applications include emboss
bump mapping, reflection mapping and fog. Here is a quick tutorial
I wrote for GDC '99.
GL_EXT_abgr
Allows pixel and texture data to be supplied in ABGR or BGR component order.
This is supported largly as a convenience for legacy IRIS GL applications
which used this component order.
GL_EXT_bgra
Allows pixel and texture data to be supplied in BGRA or BGR component order.
This is supported for compatibility with Microsoft's software implementation,
and because this is a common byte order on Windows. OpenGL 1.2 includes
this extension as part of the core.
GL_EXT_texture_env_add
Introduces a new texture environment ADD function for additive texture
mapping.
GL_EXT_texture_env_combine
Adds flexibility to the texenv block. See the summary in the spec
for details. Useful for shading affects, particularly when combined
with multitexture.
GL_EXT_texture_object
Texture objects allow an application to store multiple textures in the
hardware and rapidly switch between them. This supercedes the original
practice of storing textures inside display lists. Provided for backward
compatibility. The equivalent functionality exists in OpenGL 1.1.
GL_EXT_vertex_array
Vertex arrays allow specification of a list of vertices and associated
data without the overhead of per-vertex function calls. Provided
for backward compatibility. The equivalent functionality exists in
OpenGL 1.1.
GL_KTX_buffer_region
This "private" extension is used by 3D Studio Max only, and is not intended
for general use.
GL_NV_texgen_reflection
Automatic texture coordinate generation for textured lighting and environment
mapping.
GL_NV_texture_env_combine4
Builds on GL_EXT_texture_env_combine
to allow even greater flexibility. See the summary in the spec
for details. Useful for shading affects, particularly when combined
with multitexture.
GL_SGIS_multitexture
This extension is provided for compatibility with older versions of Quake2
only, and should not be used for development. Use GL_ARB_multitexture
instead. This extension will be removed from future drivers, as all
Quake2 engine licensees are changing over to GL_ARB_multitexture.
Copyright (c) 1999, Michael I. Gold
Last updated July 1, 1999