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    <title>topic Re: OpenGL 1.5 on intel GMA 950 ? is this possible  in Software Archive</title>
    <link>https://community.intel.com/t5/Software-Archive/OpenGL-1-5-on-intel-GMA-950-is-this-possible/m-p/855175#M7224</link>
    <description>&lt;DIV style="margin:0px;"&gt;
&lt;DIV id="quote_reply" style="margin-top: 5px; width: 100%;"&gt;
&lt;DIV style="margin-left:2px;margin-right:2px;"&gt;Quoting - &lt;A href="https://community.intel.com/en-us/profile/442150"&gt;neointel.com&lt;/A&gt;&lt;/DIV&gt;
&lt;DIV style="background-color:#E5E5E5; padding:5px;border: 1px; border-style: inset;margin-left:2px;margin-right:2px;"&gt;&lt;EM&gt;I have heard from many users and also read in some blogs that this IGP is capable of running openGL 1.5 and also some features of openGL 2.0 ... Is this right ... can some body elaborate about this ... already GMA 950 support 66% of OpenGL 1.5 and 10 % of openGL 2.0 ... some body put some light on this issue&lt;BR /&gt;&lt;/EM&gt;&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;BR /&gt;an update ..&lt;BR /&gt;&lt;BR /&gt;just now i went through a forum .. in that it is mentioned that GMA 950 is able to support shading language 1.2 in mac opertating system .. and i don't understand why windows is not able to support this ... moreover the number of extension supported in mac is 77 and in windows it is only 56 ... again don't why it cannot be done for windows .. &lt;BR /&gt;&lt;BR /&gt;this is the link where i have read this &lt;A href="http://forums.nvidia.com/index.php?showtopic=90909" target="_blank"&gt;http://forums.nvidia.com/index.php?showtopic=90909&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;and the details of gpu caps viewer &lt;BR /&gt;&lt;BR /&gt;Here's the report from OpenGL Extensions Viewer:&lt;BR /&gt;&lt;BR /&gt;Renderer: Intel GMA 950 OpenGL Engine&lt;BR /&gt;Vendor: Intel Inc.&lt;BR /&gt;Memory: 64 MB&lt;BR /&gt;Version: 1.2 APPLE-1.5.28&lt;BR /&gt;Shading language version: 1.20&lt;BR /&gt;Max number of light sources: 8&lt;BR /&gt;Max viewport size: 2048 x 2048&lt;BR /&gt;Max texture size: 2048 x 2048&lt;BR /&gt;Max anisotropy: 4&lt;BR /&gt;Max samples: 0&lt;BR /&gt;Max draw buffers: 0&lt;BR /&gt;Max texture coordinates: 8&lt;BR /&gt;Max vertex texture image units: 16&lt;BR /&gt;&lt;BR /&gt;Extensions: 77&lt;BR /&gt;GL_APPLE_aux_depth_stencilGL_APPLE_client_storage&lt;BR /&gt;GL_APPLE_element_arrayGL_APPLE_fenceGL_APPLE_flush_buf&lt;BR /&gt;fer_rangeGL_APPLE_flush_renderGL_APPLE_object_purgeable&lt;BR /&gt;GL_APPLE_packed_pixelsGL_APPLE_pixel_bufferGL_APPLE_&lt;BR /&gt;specular_vectorGL_APPLE_texture_rangeGL_APPLE_transform&lt;BR /&gt;_hintGL_APPLE_vertex_array_objectGL_APPLE_vertex_array_&lt;BR /&gt;rangeGL_APPLE_vertex_program_evaluatorsGL_APPLE_ycbcr_4&lt;BR /&gt;22GL_ARB_depth_textureGL_ARB_fragment_programGL_ARB_&lt;BR /&gt;fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_mul&lt;BR /&gt;titextureGL_ARB_pixel_buffer_objectGL_ARB_point_sprite&lt;BR /&gt;GL_ARB_shader_objectsGL_ARB_shading_language_100GL_AR&lt;BR /&gt;B_shadowGL_ARB_texture_border_clampGL_ARB_texture_compr&lt;BR /&gt;essionGL_ARB_texture_cube_mapGL_ARB_texture_env_addG&lt;BR /&gt;L_ARB_texture_env_combineGL_ARB_texture_env_dot3GL_ARB_&lt;BR /&gt;texture_mirrored_repeatGL_ARB_texture_non_power_of_twoG&lt;BR /&gt;L_ARB_texture_rectangleGL_ARB_transpose_matrixGL_ARB_ve&lt;BR /&gt;rtex_blendGL_ARB_vertex_buffer_objectGL_ARB_vertex_prog&lt;BR /&gt;ramGL_ARB_vertex_shaderGL_ARB_window_posGL_ATI_textu&lt;BR /&gt;re_env_combine3GL_EXT_abgrGL_EXT_bgraGL_EXT_blend_co&lt;BR /&gt;lorGL_EXT_blend_equation_separateGL_EXT_blend_func_sepa&lt;BR /&gt;rateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_c&lt;BR /&gt;lip_volume_hintGL_EXT_draw_range_elementsGL_EXT_fog_coo&lt;BR /&gt;rdGL_EXT_framebuffer_objectGL_EXT_geometry_shader4GL&lt;BR /&gt;_EXT_gpu_program_parametersGL_EXT_multi_draw_arraysGL_E&lt;BR /&gt;XT_packed_depth_stencilGL_EXT_rescale_normalGL_EXT_seco&lt;BR /&gt;ndary_colorGL_EXT_separate_specular_colorGL_EXT_shadow_&lt;BR /&gt;funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EX&lt;BR /&gt;T_texture_compression_dxt1GL_EXT_texture_compression_s3tc&lt;BR /&gt;GL_EXT_texture_env_addGL_EXT_texture_filter_anisotropic&lt;BR /&gt;GL_EXT_texture_lod_biasGL_EXT_texture_rectangleGL_EXT&lt;BR /&gt;_transform_feedbackGL_IBM_rasterpos_clipGL_NV_blend_squ&lt;BR /&gt;areGL_NV_light_max_exponentGL_NV_texgen_reflectionGL&lt;BR /&gt;_SGIS_generate_mipmapGL_SGIS_texture_edge_clampGL_SGIS_&lt;BR /&gt;texture_lod&lt;BR /&gt;Core features&lt;BR /&gt;v1.1 (100 % - 7/7)v1.2 (100 % - 8/8)v1.3 (88 % - 8/9)v1.4 (86 % - 13/15)v1.5 (66 % - 2/3)v2.0 (90 % - 9/10)v2.1 (66 % - 2/3)v3.0 (23 % - 5/21)&lt;BR /&gt;OpenGL driver version check (Current: 1.2 APPLE-1.5.28, Latest known: 1.2 APPLE-1.5.28):Latest version of display drivers foundAccording the database, you are running the latest display drivers for your video card.&lt;BR /&gt;No compiled vertex array supportThis may cause performance loss in some applications.&lt;BR /&gt;Multitexture supportThis feature accelerates complex rendering such as lightmaps or environment mapping.&lt;BR /&gt;Secondary color supportThis feature provides an alternate method of coloring specular highlights on polygons.&lt;BR /&gt;S3TC compression supportThis feature improves texture mapping performance in some applications by using lossy compression.&lt;BR /&gt;Vertex array range supportThis feature improves performance in some applications by using AGP for dynamic vertex transformation.&lt;BR /&gt;Texture edge clamp supportThis feature improves texturing quality by adding clamping control to edge texel filtering.&lt;BR /&gt;Vertex program supportThis feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)&lt;BR /&gt;Fragment program supportThis feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)&lt;BR /&gt;Texture anisotropic filtering supportThis feature improves the quality of texture mapping on oblique surfaces.&lt;BR /&gt;Point sprite supportThis feature improves performance in some particle systems.&lt;BR /&gt;OpenGL Shading Language supportThis feature enables high level shading language for shaders.&lt;BR /&gt;Frame buffer object supportThis feature enables render to texture functionality.&lt;BR /&gt;Extension verification: &lt;BR /&gt;</description>
    <pubDate>Mon, 05 Oct 2009 15:25:58 GMT</pubDate>
    <dc:creator>neointel_com</dc:creator>
    <dc:date>2009-10-05T15:25:58Z</dc:date>
    <item>
      <title>OpenGL 1.5 on intel GMA 950 ? is this possible</title>
      <link>https://community.intel.com/t5/Software-Archive/OpenGL-1-5-on-intel-GMA-950-is-this-possible/m-p/855174#M7223</link>
      <description>I have heard from many users and also read in some blogs that this IGP is capable of running openGL 1.5 and also some features of openGL 2.0 ... Is this right ... can some body elaborate about this ... already GMA 950 support 66% of OpenGL 1.5 and 10 % of openGL 2.0 ... some body put some light on this issue&lt;BR /&gt;</description>
      <pubDate>Mon, 05 Oct 2009 12:43:33 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/OpenGL-1-5-on-intel-GMA-950-is-this-possible/m-p/855174#M7223</guid>
      <dc:creator>neointel_com</dc:creator>
      <dc:date>2009-10-05T12:43:33Z</dc:date>
    </item>
    <item>
      <title>Re: OpenGL 1.5 on intel GMA 950 ? is this possible</title>
      <link>https://community.intel.com/t5/Software-Archive/OpenGL-1-5-on-intel-GMA-950-is-this-possible/m-p/855175#M7224</link>
      <description>&lt;DIV style="margin:0px;"&gt;
&lt;DIV id="quote_reply" style="margin-top: 5px; width: 100%;"&gt;
&lt;DIV style="margin-left:2px;margin-right:2px;"&gt;Quoting - &lt;A href="https://community.intel.com/en-us/profile/442150"&gt;neointel.com&lt;/A&gt;&lt;/DIV&gt;
&lt;DIV style="background-color:#E5E5E5; padding:5px;border: 1px; border-style: inset;margin-left:2px;margin-right:2px;"&gt;&lt;EM&gt;I have heard from many users and also read in some blogs that this IGP is capable of running openGL 1.5 and also some features of openGL 2.0 ... Is this right ... can some body elaborate about this ... already GMA 950 support 66% of OpenGL 1.5 and 10 % of openGL 2.0 ... some body put some light on this issue&lt;BR /&gt;&lt;/EM&gt;&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;BR /&gt;an update ..&lt;BR /&gt;&lt;BR /&gt;just now i went through a forum .. in that it is mentioned that GMA 950 is able to support shading language 1.2 in mac opertating system .. and i don't understand why windows is not able to support this ... moreover the number of extension supported in mac is 77 and in windows it is only 56 ... again don't why it cannot be done for windows .. &lt;BR /&gt;&lt;BR /&gt;this is the link where i have read this &lt;A href="http://forums.nvidia.com/index.php?showtopic=90909" target="_blank"&gt;http://forums.nvidia.com/index.php?showtopic=90909&lt;/A&gt;&lt;BR /&gt;&lt;BR /&gt;and the details of gpu caps viewer &lt;BR /&gt;&lt;BR /&gt;Here's the report from OpenGL Extensions Viewer:&lt;BR /&gt;&lt;BR /&gt;Renderer: Intel GMA 950 OpenGL Engine&lt;BR /&gt;Vendor: Intel Inc.&lt;BR /&gt;Memory: 64 MB&lt;BR /&gt;Version: 1.2 APPLE-1.5.28&lt;BR /&gt;Shading language version: 1.20&lt;BR /&gt;Max number of light sources: 8&lt;BR /&gt;Max viewport size: 2048 x 2048&lt;BR /&gt;Max texture size: 2048 x 2048&lt;BR /&gt;Max anisotropy: 4&lt;BR /&gt;Max samples: 0&lt;BR /&gt;Max draw buffers: 0&lt;BR /&gt;Max texture coordinates: 8&lt;BR /&gt;Max vertex texture image units: 16&lt;BR /&gt;&lt;BR /&gt;Extensions: 77&lt;BR /&gt;GL_APPLE_aux_depth_stencilGL_APPLE_client_storage&lt;BR /&gt;GL_APPLE_element_arrayGL_APPLE_fenceGL_APPLE_flush_buf&lt;BR /&gt;fer_rangeGL_APPLE_flush_renderGL_APPLE_object_purgeable&lt;BR /&gt;GL_APPLE_packed_pixelsGL_APPLE_pixel_bufferGL_APPLE_&lt;BR /&gt;specular_vectorGL_APPLE_texture_rangeGL_APPLE_transform&lt;BR /&gt;_hintGL_APPLE_vertex_array_objectGL_APPLE_vertex_array_&lt;BR /&gt;rangeGL_APPLE_vertex_program_evaluatorsGL_APPLE_ycbcr_4&lt;BR /&gt;22GL_ARB_depth_textureGL_ARB_fragment_programGL_ARB_&lt;BR /&gt;fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_mul&lt;BR /&gt;titextureGL_ARB_pixel_buffer_objectGL_ARB_point_sprite&lt;BR /&gt;GL_ARB_shader_objectsGL_ARB_shading_language_100GL_AR&lt;BR /&gt;B_shadowGL_ARB_texture_border_clampGL_ARB_texture_compr&lt;BR /&gt;essionGL_ARB_texture_cube_mapGL_ARB_texture_env_addG&lt;BR /&gt;L_ARB_texture_env_combineGL_ARB_texture_env_dot3GL_ARB_&lt;BR /&gt;texture_mirrored_repeatGL_ARB_texture_non_power_of_twoG&lt;BR /&gt;L_ARB_texture_rectangleGL_ARB_transpose_matrixGL_ARB_ve&lt;BR /&gt;rtex_blendGL_ARB_vertex_buffer_objectGL_ARB_vertex_prog&lt;BR /&gt;ramGL_ARB_vertex_shaderGL_ARB_window_posGL_ATI_textu&lt;BR /&gt;re_env_combine3GL_EXT_abgrGL_EXT_bgraGL_EXT_blend_co&lt;BR /&gt;lorGL_EXT_blend_equation_separateGL_EXT_blend_func_sepa&lt;BR /&gt;rateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_c&lt;BR /&gt;lip_volume_hintGL_EXT_draw_range_elementsGL_EXT_fog_coo&lt;BR /&gt;rdGL_EXT_framebuffer_objectGL_EXT_geometry_shader4GL&lt;BR /&gt;_EXT_gpu_program_parametersGL_EXT_multi_draw_arraysGL_E&lt;BR /&gt;XT_packed_depth_stencilGL_EXT_rescale_normalGL_EXT_seco&lt;BR /&gt;ndary_colorGL_EXT_separate_specular_colorGL_EXT_shadow_&lt;BR /&gt;funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EX&lt;BR /&gt;T_texture_compression_dxt1GL_EXT_texture_compression_s3tc&lt;BR /&gt;GL_EXT_texture_env_addGL_EXT_texture_filter_anisotropic&lt;BR /&gt;GL_EXT_texture_lod_biasGL_EXT_texture_rectangleGL_EXT&lt;BR /&gt;_transform_feedbackGL_IBM_rasterpos_clipGL_NV_blend_squ&lt;BR /&gt;areGL_NV_light_max_exponentGL_NV_texgen_reflectionGL&lt;BR /&gt;_SGIS_generate_mipmapGL_SGIS_texture_edge_clampGL_SGIS_&lt;BR /&gt;texture_lod&lt;BR /&gt;Core features&lt;BR /&gt;v1.1 (100 % - 7/7)v1.2 (100 % - 8/8)v1.3 (88 % - 8/9)v1.4 (86 % - 13/15)v1.5 (66 % - 2/3)v2.0 (90 % - 9/10)v2.1 (66 % - 2/3)v3.0 (23 % - 5/21)&lt;BR /&gt;OpenGL driver version check (Current: 1.2 APPLE-1.5.28, Latest known: 1.2 APPLE-1.5.28):Latest version of display drivers foundAccording the database, you are running the latest display drivers for your video card.&lt;BR /&gt;No compiled vertex array supportThis may cause performance loss in some applications.&lt;BR /&gt;Multitexture supportThis feature accelerates complex rendering such as lightmaps or environment mapping.&lt;BR /&gt;Secondary color supportThis feature provides an alternate method of coloring specular highlights on polygons.&lt;BR /&gt;S3TC compression supportThis feature improves texture mapping performance in some applications by using lossy compression.&lt;BR /&gt;Vertex array range supportThis feature improves performance in some applications by using AGP for dynamic vertex transformation.&lt;BR /&gt;Texture edge clamp supportThis feature improves texturing quality by adding clamping control to edge texel filtering.&lt;BR /&gt;Vertex program supportThis feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)&lt;BR /&gt;Fragment program supportThis feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)&lt;BR /&gt;Texture anisotropic filtering supportThis feature improves the quality of texture mapping on oblique surfaces.&lt;BR /&gt;Point sprite supportThis feature improves performance in some particle systems.&lt;BR /&gt;OpenGL Shading Language supportThis feature enables high level shading language for shaders.&lt;BR /&gt;Frame buffer object supportThis feature enables render to texture functionality.&lt;BR /&gt;Extension verification: &lt;BR /&gt;</description>
      <pubDate>Mon, 05 Oct 2009 15:25:58 GMT</pubDate>
      <guid>https://community.intel.com/t5/Software-Archive/OpenGL-1-5-on-intel-GMA-950-is-this-possible/m-p/855175#M7224</guid>
      <dc:creator>neointel_com</dc:creator>
      <dc:date>2009-10-05T15:25:58Z</dc:date>
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