OpenGL_Planetarium/PlanetariumApp.cpp
void AppInfo::PrintOpenGLInfo()
{

    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* vendor = glGetString(GL_VENDOR);
    const GLubyte* version = glGetString(GL_VERSION);
    const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION);

    GLint major, minor;
    glGetIntegerv(GL_MAJOR_VERSION, &major);
    glGetIntegerv(GL_MINOR_VERSION, &minor);

    printf("GL VENDOR:			%s\n", vendor);
    printf("GL RENDERER:			%s\n", renderer);
    printf("GL VERSION (string):		%s\n", version);
    printf("GL VERSION (integer):		%i.%i\n", major, minor);
    printf("GLSL VERSION:			%s\n", glslVersion);

}
// This is mostly borrowed from the OpenGL Shader Cookbook by David Wolff
This is mostly borrowed from the OpenGL Shader Cookbook by David Wolff
This is mostly borrowed from the OpenGL Shader Cookbook by David Wolff
void AppInfo::PrintOpenGLInfo()
{
    const GLubyte* renderer = glGetString(GL_RENDERER);
    const GLubyte* vendor = glGetString(GL_VENDOR);
    const GLubyte* version = glGetString(GL_VERSION);
    const GLubyte* glslVersion = glGetString(GL_SHADING_LANGUAGE_VERSION);
    GLint major, minor;
    glGetIntegerv(GL_MAJOR_VERSION, &major);
    glGetIntegerv(GL_MINOR_VERSION, &minor);
    printf("GL VENDOR:			%s\n", vendor);
    printf("GL RENDERER:			%s\n", renderer);
    printf("GL VERSION (string):		%s\n", version);
    printf("GL VERSION (integer):		%i.%i\n", major, minor);
    printf("GLSL VERSION:			%s\n", glslVersion);
}
void AppInfo :: PrintOpenGLInfo ( ) { const GLubyte * renderer = glGetString ( GL_RENDERER ) ; const GLubyte * vendor = glGetString ( GL_VENDOR ) ; const GLubyte * version = glGetString ( GL_VERSION ) ; const GLubyte * glslVersion = glGetString ( GL_SHADING_LANGUAGE_VERSION ) ; GLint major , minor ; glGetIntegerv ( GL_MAJOR_VERSION , & major ) ; glGetIntegerv ( GL_MINOR_VERSION , & minor ) ; printf ( " \n " , vendor ) ; printf ( " \n " , renderer ) ; printf ( " \n " , version ) ; printf ( " \n " , major , minor ) ; printf ( " \n " , glslVersion ) ; }
This is mostly borrowed from the OpenGL Shader Cookbook by David Wolff
This is mostly borrowed from the OpenGL Shader Cookbook by David Wolff