Order independent transparency in legacy OpenGL [closed] - opengl

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I've been searching for resources covering order independent transparency, but they all cover modern OpenGL (3.0+), which I can accomplish, but I haven't found anything that explains how to implement any of these algorithms in legacy OpenGL. What are the extensions that perform any kind of order independent transparency in the absence of framebuffers and what's the first version of OpenGL that provides such possibilities?

First things first: There are no dedicated legacy OpenGL extensions for order independent transparency. Period.
However there is one technique that can be used to implement depth peeling using the fixed function pipeline. The paper can be found here: https://my.eng.utah.edu/~cs5610/handouts/order_independent_transparency.pdf

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If context is specific platform, how does OpenGL read it? [closed]

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I read some article said OpenGL Context is create by GUI server, but how does OpenGL read it? Is an OpenGL implementation cross-platform?
An implementation of OpenGL is the actual code that implements the OpenGL specification. An OpenGL context is a particular interface to an OpenGL implementation, along with whatever state data and objects are needed for that interface.
OpenGL does not "read" the context; OpenGL is the context. Without a context, there is no interface to a valid OpenGL implementation, and without a valid OpenGL implementation, there is no OpenGL.
Implementations are specific to the hardware that they are written for.

With only rudimentary prior programming experience, exactly how would I begin creating a 3d top-down game using unity3D? [closed]

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If possible please provide the documentation I need to get started. I need to get to the nitty gritty of things because I've gone through several languages and am ready to just start doing stuff.
In addition how exactly does one go about integrating bbcode editors into a webpage as the start of a forum site?
You won't like my answer, but you will need to watch a tutorial (or several) on Unity3D. There are a lot of concepts/tools in their software that programming won't teach you.
Once you understand the fundamentals of Unity, the answer should become clear. You will create your scene, and then place a camera that is fixed downward on the Y axis. Attach it to your Gameobject of choice and you'll get camera movement baked in (to some degree).

What is the best way to create a glass or ice effect in OpenGL [closed]

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I have tried blending and this seems to provide a basic glass effect but I feel there must be a better way to generate a glass or ice style effect. What would people suggest ? Is there something that can be done with semi-transparent textures ?
This is a very broad and complex question and the answer entirely depends on what kind of result (in terms of realism etc.) you are trying to get, what kind of lighting you want etc. Most of these effects, and materials in general, are the domain of shaders. A lot can be achieved with choosing the right textures with the right material parameters - again depending on what you consider an acceptable result.
GPU Gems book has a chapter on glass simulation (see 19.3.2):
GPU Gems 2 - Generic Refraction Simulation
When it comes to ice, there are again a ton of different things to consider depending on the complexity you want - see this answer here:
How to render realistic ice?

Is it possible to create the low-level grapics API (similar to OpenGL)? [closed]

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Is that possible to create a low level framework similar to OpenGL?
What do you need to building such API?
No, implementing something like OpenGL is not possible. Since the time OpenGL has decended from the heavens complete, writing something like it was forbidden by all common religions.
But really, what you'll actually need is about 21 years of work, a few thousands of developers and broad support from all industry leaders, so yea, piece of cake.
Or actually, all you need is just a notepad and a pencil, writing is easy!

opengl vbo advice [closed]

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I have a model designed in Blender that i am going to render, in my game engine built using opengl, after exporting it to collada. The model in blender is divided into groups. These groups contains vertices normals and textures with there own index. is it a good thing to do if i rendered each group as a separate vbo or should i render the whole model as a single vbo?
Rules of thumb are:
always do as few OpenGL state changes as possible;
always talk to OpenGL as little as possible.
The main reason being that talking to the GPU is costly. The GPU is much happier if you give it something it'll take a long time to do and then don't bother it again while it's working. So it's likely that a single VBO would be a better solution, unless it would lead to a substantial increase in the amount of storage you need to use and hence run against caching elsewhere.