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
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what's the internal format of default framebuffer's depth component in opengl

glblitframebuffer requires matched internal format, so what's the internal format of default framebuffer's depth component?Is there a standard?I couldn't find a document for it. My laptop's nvidia card requires GL_DEPTH_COMPONENT24. But theres 16…
xubury
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OpenGL - Does MSAA not support floating-point texture?

Here's the things, I am trying to do deferred shading with multisample texture. To create the GBuffer, I create a framebuffer with mutlisample texture attachments to draw on and a framebuffer with normal texture attachments for copying result.…
xubury
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GL_LINEAR / GL_NEAREST equivalent in DirectX 11

I have a scene in which i load the same texture only depending on its resolution i use different filtering modes in OpenGL, these are GL_LINEAR, GL_NEAREST and so on. For example, for a texture with a resolution below 128 pixels, I set…
Kenny
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Why are my textures not consistently drawing when I switch from Orthographic to Perspective?

I'm relatively new to opengl and I'm trying to make a basic 2d scened with gl-4.5. I have three tiles laid next to each other on the plane, two images from a single spritesheet and a coloured rectangle. It works fine when I view it in orthographic.…
Amos
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How to use glClearBufferData to initialize a buffer

GLuint buffer; glCreateBuffers(1, &buffer); glNamedBufferStorage(buffer, 1024, NULL, GL_MAP_WRITE_BIT | GL_MAP_READ_BIT | GL_DYNAMIC_STORAGE_BIT); unsigned int x = 0x01010101; glBindBuffer(GL_ARRAY_BUFFER,…
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OpenGL DSA code not working while non-DSA works

Here is the working code: glGenVertexArrays(1, &_vao); glBindVertexArray(_vao); glGenBuffers(1, &_vbo); glBindBuffer(GL_ARRAY_BUFFER, _vbo); auto vertexCount = _vertices.size(); auto vertexSize = sizeof(Vertex); auto totalSize = vertexCount *…
Doga Oruc
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glMultiDrawArraysIndirect instanceID and basInstance behaves differently passing all draw calls at once?

When I toggle between these two ways of drawing a vector of DrawArraysIndirectCommand, the passed gl_BaseInstance read in the vertex-shader is different. In the latter case, gl_BasInstance is always 0. To my understanding the result should be the…
Viktor Sehr
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why fbo can't generate right size of texture on macOS?

I want to implement a function on my macOS, with QT. I have a surface, writes the result to a texture buffer instead of visualizing it Then render it in fragment shader. The size of the result is wrong. limitFramebuffer is my…
Jun Zhou
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Why isn't glDrawElements coloring my circle?

I'm learning opengl and trying to draw a colored indexed circle using glDrawEmelents, but for some reason it does not work. The circle appears white, despite the specified color being red. GLuint vShader = 0; GLuint fShader = 0; static const GLchar*…
DohnJoe
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Why do taller letters appear deformed when rendering text with FreeType in OpenGL?

I have managed to draw text with FreeType in OpenGL 4, but the taller letters (e.g. g, d, f, etc.) are somehow being drawn too tall. This is what it looks like. This is what it is supposed to look like. The tall letters are too tall, while the…
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Saving DrawingState in WorldWind with OpenGL4

I am currently trying to display a PointCloud on the WorldWind map. All the examples on the WorldWind website are done using OpenGL2. But i tried to use OpenGL4 instead, because I used it a little bit before. Now I ran into a problem while managing…
FieryToken
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Downgrading OpenGL 4.5 code to OpenGL 3.0

I found a repo to solve a problem I was having with OpenGL but it was all written in GL 4.5 and the application I'm writing needs to be GL 3.0 code for OSX support. I've been able to translate most of the code by referencing it on docs.GL and…
Beckam White
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Why is a bitdepth of anything other than 8 for stencil buffers discouraged

From the wiki: Image formats can store a stencil value. Stencil values are unsigned integer used by Stencil Tests for various effects. All of the stencil-only image formats take the enumerator form GL_STENCIL_INDEX#, where "#" is the number of bits…
Edward
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How do I create openGL context for opentk in dotnetcore c#

I'm using opentk to write my graphics console application in C# .Net Core. I inherited the GameWindow class as such: class OpenGLWindow:GameWindow { public OpenGLWindow(GameWindowSettings gws, NativeWindowSettings nws):base(gws, nws) { …
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Problem converting screen coordinates to OpenGL world coordinates

I'm using C++/Qt/OpenGL 4.3 to implement an OpenGL viewer and I'm stuck on converting mouse coordinates to world coordinates. Update: After reading the comments and answer, I found this code to work correctly: float depth; double mouseX; …