Questions tagged [opengl-4]

OpenGL 4 is the current iteration of the OpenGL standard, designed to reflect newest capabilities of modern GPU in 3D rendering. OpenGL 4 requires DX11 level hardware.

OpenGL 4 is the current iteration of the OpenGL () standard, designed to reflect newest capabilities of modern GPU in 3D rendering. OpenGL 4 requires DX11 () level hardware. The major features of GL4 include: hardware tesselation support, ability to dynamically link shader subroutines, ability to set individual blend equations and blend functions for each color output and a mechanism to supply the arguments to certain Draw functions from buffer-object memory.

Release Dates:

  • OpenGL 4.0: March 11, 2010
  • OpenGL 4.1: July 26, 2010
  • OpenGL 4.2: August 8, 2011
  • OpenGL 4.3: August 6, 2012
  • OpenGL 4.4: July 22, 2013
  • OpenGL 4.5: August 11, 2014
  • OpenGL 4.6: July 31, 2017
426 questions
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Rotating around the wrong axis

I'm trying to rotate a camera around a point in space, something like this: Where the red dot is typically going to be the center of something like an object. The user can rotate the camera with their mouse, where moving vertically should rotate…
Claytorpedo
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Render multiple objects with one buffer using glMapBuffer?

I'm confused on the concept of buffers. I understand the very basics with glBufferData and glBufferSubData. Using glBufferSubData before a render function in your main loop you can use a offset and size parameter to store multiple model objects in a…
bw872
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OpenGL square stretches instead of moving

I'm attempting to create a game engine using LWJGL3 (Open GL 4.1, NVIDIA-10.8.14) in Java, but I seem to have run into a *small* problem... When I attempt to translate the square, instead of actually moving as expected, it ends up stretching. LWJGL…
Jojodmo
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GL_TEXTURE_3D color and stencil FBO attachments

I am doing a layered rendering to an offscreen FBO using OpenGL 4.3.I used GL_TEXTURE_3D with several layers as COLOR attachment.Then I use geometry shader to index into different layers when writing the output.It works ok.Now I need also stencil…
Michael IV
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Modern OpenGL issue texturing plane

I have been having difficulty texturing a plane I made. The first quad on the plane is textured properly, but the rest of the plane then only seems to use the first pixel of the texture so it all ends up as a solid color. It seems to work properly…
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large point cloud data rendering viewer at 30fps

Now I want to rendering a big data by about 30FPS. the data is that one frame 3,000,000 to 10,000,000 three-dimensional point cloud data One Point is that (x,y,z,r,g,b) Using the the Visualizer of PCL and it takes more than 1sec to draw the 1Flame,…
alu21
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Vertex array object not binding correctly in OpenGL 4.1

I'm in the process of porting some drawing code from OpenGLES 2.0 to OpenGL 4.0, and I'm running issues getting my vertex array object to bind. When I run glValidateProgram I get this error: Validation Failed: No vertex array object bound Here's…
sak
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How to utilize GL_ARB_stencil_texturing

From what I've read, to sample the stencil texture in the shader I need to set the GL_DEPTH_STENCIL_TEXTURE_MODE, so I did this: glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_COMPONENTS); but I get an invalid enum... Why…
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Rendering Multiline Text with NVPath Extension and Pango

I'm using Pango to layout my text and NV Path to render glyphs. Having difficulty in finding correct methods for getting per glyph positions. As you can see at the moment I'm calculating this values according to line and glyph indexes. But Pango has…
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How to avoid black lines between triangles on modern GPUs?

I am building a parametric 3d modeler with obj export. I am really puzzled. I have changed my GPU last night and now, there are cracks between the vertices, I can see what is behind. My old card was an Nvidia GTX275 and the one, NVIDIA GTX960. I…
LBarret
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Bitmap Padding Bytes in OpenGL PixelBufferObject

I have a Bitmap of size 3750x1407, it is loaded as Bitmap into memory with a padding of 2 bytes, so it is of length (3752*1407) bytes in memory. When using PixelUnpackBuffer to fill my textures, do I need to copy the padding bytes as well or can I…
Dinesh
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OpenGL 4.0 vs AMD Radeon 7400M and Visual Studio, a story about working together

I've got two cards on my laptop, an integrated Intel one and a Radeon 7400M series. Apparently, even if you set your computer to open Visual Studio with the AMD card, when running applications, AMD doesn't recognize that the exe should also run…
Cristian C.
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Multiple Vertex Array Objects: Proper way to display multiple primitives?

I'm having a hard time getting multiple vertex array objects to render multiple primitives. Nearly all the OpenGL tutorials I've found online show using only a single VAO, so I'm not sure what I might be doing wrong. I'm using Qt-OpenGL and trying…
Tahsin M
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OpenGL - Adding Tessellation Control Shader yields black screen

When I add my tesselation control shader to my rendering program, the viewport gets black. Without the TSC the vertex and fragment shader work fine. I also checked for compile errors but no occurs. Vertex shader: #version 410 core layout (location…
Flupp
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glGetProgramBinary causing GL_INVALID_OPERATION

I'm attempting to retrieve the binary from a program that has been validly compiled and linked. I've received the length of it with GL_PROGRAM_BINARY_LENGTH. The documentation says there's two instances in which the GL_INVALID_OPERATION can occur -…