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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glUniformMatrix4fv - INVALID OPERATION

Context: OpenGL C API 4.1 ("modern" opengl) Issue: I am encoutering an INVALID OPERATION binding uniforms the wrong way with multiple shaders : // Getting ids for each uniform GLuint uniform1 = glGetUniformLocation(shader1_program.id,…
user7364588
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Pass data through TCS and TES

Here is a piece of code that I've been experimenting with: #include #include "GL/gl3w.h" #include "GLFW/glfw3.h" #include #include #include class application { private: static void APIENTRY…
qed
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How can I determine the length of data in bytes for the call to glTexImage3D()?

I'm tracing some gl calls and want to record the data passed into glTexImage3D(). I need to know how many bytes long the data is. It starts off easy with: size_t num_pixels = width*height*depth; But I'm not sure of the correct way to determine the…
jpx
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Operations on shader program freezes GL context when using big enough SSBO

I am doing parallel reduction in a compute shader. I am recursively computing the bounding box of chunks of fragments (starting from a G-buffer resulting from a scene render), and then the bounding box of chunks of bounding boxes, and so on until I…
Matrefeytontias
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I have converted The Red Book 9ed ex. 3.7 from old functions to 4.5 functions, but it's not displaying anything

For practice purpose, I have converted OpenGL Red Book 9ed ex. 3.7 from "old" functions to 4.5 functions. I have done it before, and it has worked on my system, but this time, it's not displaying anything, just the glClearBufferfv() color. I tried…
Major Despard
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Can't texture and transform at the same time

I have accomplished to make a coloured square, that is rotating around the centre. And can also texture the square. But when I combine the two I only get a rotating black square. In the fragment shader I can exchange between showing the colours…
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OpenGL rendering: All vertices move to bounds of unit sphere

I am programming a renderer for my toy game engine using OpenTK in C#. As it will be used only by me, I am using OpenGL 4.5. After I implemented the basics, I tried to render the Utah Teapot. This is what I got: When I render a simple cube, it…
user5243894
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Can a GLSL shader be made to store 'intermediate' results for debugging purposes with tools like NSight?

I am writing a rendering system with OpenGL 4.6 and debugging it using NVIDIA's NSight. It has been frustrating to debug issues with my lighting, normal maps / textures, etc. My usual solution to this is to temporarily add in a FragColor = (whatever…
Ethan McTague
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LWJGL 3 Orthogonal camera implementation causes flickering player entity

The description I'm quite new to OpenGL and started working on a camera system using OpenGL 4.5. I've got an orthogonal camera which should follow the player entity around (Bird's-eye view) through a 2D level made out of other entities. I know that…
ShadowDragon
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basic opengl black screen when adding IBO

When i only have a VBO and a VAO all works fine but when adding an IBO i'm getting a black screen. Here is the code: initialisation: GLuint vbo = 0; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER,…
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Dynamic vertex buffer format setup in Vulkan

I am currently tasked with converting an OpenGL code base to Vulkan, but now stumbled over a problem with how this code uses vertex buffers, because it very dynamically alters the layout to address it as a large array of frames. In order to render…
ChristophO
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Unable to Use the OpenGL Core Profile and Create and OpenGL 4.x Context

I am trying to develop simple OpenGL applications using the programmable pipeline, specifically using OpenGL 4.2+, but my programs seem to be stuck using OpenGL 3.0 and GLSL 1.30. The output from glxinfo |grep "OpenGL" on my Ubuntu 18.04 machine is…
ChilledPanda
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Write from compute shader to persistently mapped SSBO fails

I'm trying to write to a SSBO with a compute shader and read the data back on the cpu. The compute shader is just a 1x1x1 toy example that writes 24 floats: #version 450 core layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout…
mmaag
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How can I calculate the normal of a cone face in openGL 4.5?

I'm new at openGL 4.5 and I currently working with lights and it's all okay when I calculate vertex normals during the geometry drawing, but now I have to calculate face's normal for a cone and I have no idea on how to do it. I'm drawing it with…
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DSA Support on Intel HD 5500 Chips

I've been hearing about DSA or Direct_State_Access extension, and I am looking to try it out, I used GLAD to load OpenGL, I first tried GL_ARB_direct_state_access extension, and called: if(!GLAD_GL_ARB_direct_state_access) appFatal("Direct State…
Whiteclaws
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