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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Shadow mapping 'shadow acne' artifacts using OpenGL and GLSL

I wrote a simple 3D application implementing hard and PCF shadow mapping algorithms using the famous front face culling technique. Unfortunatly, the problem with this technique is only sealed meshes can produce cast shadows. For example a plane…
user1364743
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Incorrect result when using 3D textures

I'm using modern OpenGL 4.3 core. I just realized that 1024p x 1024p tileset is too small for my needs. So, I replaced it with 1024p x 1024p x 4p 3D texture. (I know, it's not the best solution, and I better to use 2D texture array. I'm just…
HolyBlackCat
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what is the use of glProgramLocalParameter and glProgramEnvParameter

They are defined in the NV gpu program 4 extension here https://www.opengl.org/registry/specs/NV/gpu_program4.txt Is this the only way to transfer constant data over to program? Has this been replaced by uniforms when we use GLSL? I also saw…
viktorzeid
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Best Method for Vertex Selection in OpenGL 4

I found this post, which is sort of answering my question, but not completely: How to drag the line segment by selecting the vertex What I am trying to resolve: a modern way (using OpenGL 4 architecture) of performing vertex selection: a user draws…
user18490
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How is gl_PrimitiveID interpreted in Tessellation Control and Evaluation shaders?

The OpenGL spec. says: The variable gl_PrimitiveID is filled with the number of primitives processed by the drawing command which generated the input vertices. The first primitive generated by a drawing command is numbered zero, and the primitive…
viktorzeid
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GLSL coherent imageBuffer access in single-stage (fragment shader), single-pass scenario

I have a single fragment shader that performs processing on an imageBuffer using image load/store operations. I am exclusively concerned about the following scenario: I have a single fragment shader (no multistage (eg. vertex then fragment shaders)…
fred54
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Loading an OpenGL 4.1 context on OSX

I'm trying to learn OpenGL on OSX Mavericks which supports upto OpenGL 4.1 as of today. I'm keeping it basic and compiling using gcc (g++), but when loading the open GL context through Freeglut OSX loads the legacy OpenGL profile. I've tried this:…
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Can I program/compile OpenGL 4.0 code on my computer without a graphics card or MESA?

I recently began working with Open GL 4.0 using the Redbook 8th edition. From the start of the morning until now I wasn't able to compile the 'HelloWorld' of OpenGL programs. I configured the dependencies, transferred file contents of…
Jebathon
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glew does not fetch glDrawArraysInstancedBaseInstance

I'm trying to use glDrawArraysInstancedBaseInstance but the linker complains that __glewDrawArraysInstancedBaseInstance is unresolved. glew-1.9.0 is installed on the machine and as far as I can tell it should be linking it. As temporary work…
tamato
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glGenerateMipmap and 1.#QNAN

I implement HDR in my graphics engine (deferred rendering) and I need to calculate an average luminance of the image (RGBA16F). I generate mipmaps and then I read the smallest mipmap (1x1). glBindTexture(GL_TEXTURE_2D,…
Irbis
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(OpenGL 3.1 - 4.2) Objects take up all of the screen space

From what I know, everything about OpenGL changed since 3.1 and now I can't figure out how to re-size the rendering context. float positionData[] = { -0.8f, -0.8f, 0.0f, 0.8f, -0.8f, 0.0f, …
Griallia
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Non-gradual color change in OpenGL

I'm trying to gradually change a triangle's color to each color on the spectrum. The color basically changes incrementally in every iteration of the render loop and passes the color information to a uniform variable. The problem is that it's lagging…
Creui
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Strided buffer copy for modifying interleaved vertex attributes

this question is a bit related to this one, but quite some time has gone by since it was asked. The basic premise: I have device-local (non-mappable) vertex buffers with interleaved attributes. These attributes are (partially) interleaved due to…
IGarFieldI
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Clearing FBO depth buffer without considering glDephMask

I'm currently writing a render pass which renders to a framebuffer with attached color and depth attachments. Before the pass starts, it needs to clear the depth attachment to a set value. I'm trying to accomplish this with…
IGarFieldI
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Are all returned values of glGetInternalformat dependant on both the target and format arguments?

In the OpenGL 4.6 specification under section 22.3, a command named glGetInternalformat is described which can be used to gather implementation dependent information about internal formats. The command have the following signatures listed in the…
Dwarfley
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