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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Implementation in the development environment of the JGLU class

The JGLU class must include utilitarian functions associated with 3D geometric transformations. How do I implement the following utilities in the OpenGl4 environment, which were used in earlier versions and are now being implemented. float []…
wgrt
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OpenGL4 Shader (#version 410) unexpected behaviour

I am having a propblem figuring out what is going on in my simplest of shaders. Here is my vertex shader: #version 410 core in vec3 position; in vec2 textureCoords; out vec2 color; void main(void) { gl_Position = vec4(position.x, position.y,…
Taner Selim
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render a no normalized texture in Opengl 4

I have an image of 640x320 and a rectangle (2 triangles) with vertices (0,0) (0,319), (639,0), (639,319). I want to render using (Opengl 4) the rectangle with the texture without normalize the vertices because I need to work with the same units.
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Arcball Implementation Dependency on View Plane

I have a perfectly working fine Arcball implementation. Usually in opengl the standard camera is facing -Z, meaning XY plane is parallel to the viewing plane. glm::vec3 Arcball::_plane2sphere(glm::vec2 &v) { glm::vec2 f = v; glm::vec3 …
Rathnavel
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modifying parameters of bindless/resident textures

I have a texture, whose texture wrapping needs to change based on the view. I am using bindless textures, therefore I made it resident. I understand I cant call glTexParameter/glTextureParameter if the handles are resident, but this does not work…
psquare
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Array of structures into Compute Shader

Writing a simple compute shader in OpenGL to understand how it works, I can't manage to obtain the wanted result. I want to pass to my compute shader an array of structures colourStruct to color an output texture. I would like to have a red image…
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OpenGL4 fails to load Texture into Sampler2D

I can't bind my texture to the sampler2D in the fragment shader. In theory my program should draw the whole scene in one color (My image is a red, 64x64 large square). When using textureSize to get the sampler2D's dimensions, it return 1x1. Neither…
Mohammed Li
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Applying a 2D heatmap to a 3D view

I currently have implemented an OpenGL 3.3 3D environment renderer rendering a (static) block of terrain, and I've been tasked with adding an overlay of statistical data to it; setting specific pixel colours on the terrain based on data values at…
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Confused with OpenGL 3+ Core functions and Extensions

I am a bit confused as to how some people refer getting pointers to core functions of OpenGL 3.0 and above as "loading OpenGL extensions"... When I get output of glGetString(GL_EXTENSIONS) it returns me functions which are indeed extensions... Is…
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Represent 2D array in opengl 4.5

Let's imagine such array: [0,0,0,1,1,0,0,0] [0,0,1,0,0,1,0,0] [0,1,0,0,0,0,1,0] [0,1,0,0,0,0,1,0] [0,0,1,0,0,1,0,0] [0,0,0,1,1,0,0,0] Since this array is of size 8x6, I'd like to divide the width of my window by 8, and height by 6, and then…
kashpersky
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Do I need to define an OpenGL context in Maya 2017?

I am updating a Maya 2016 plugin (C++) to Maya 2017. This plugin is displaying OpenGL shapes (VBOs) in the standard 2.0 ViewPort, and was working perfectly in Maya 2016 with OpenGL 2.1. Now Maya 2017 comes with OpenGL 4.1 and before doing any opengl…
Laurent Crivello
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LWJGL/OpenGL -- Not drawing basic quad

I have looked everywhere, and I can't seem to get OpenGL to draw a simple quad. The window shows up fine with the correct color background, but OpenGL just won't draw the box. I am using OpenGL 4.4.0 - Build 20.19.15.4463 The window size is…
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How to get the value from a input variable of a geometry shader?

Suppose my vertex shader has a value for each vertex: in uint v_iFlag; out uint v_oFlag; void main{ ... v_oFlag = v_iFlag; } My geometry shader get the flag value from the vertex shader: layout(triangles) in; in uint v_oFlag[] void main(){ …
lightrek
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aligned_alloc and glTexSubImage2D cause segmentation fault

I try to initialize a texture (in opengl). If the block transmitted to glTexSubImage2D is allocated with malloc, the initialization works well. If I use aligned_alloc I get, most of the time, a segfault. Why ? The minimal piece of code to reproduce…
J.F.
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NVidia presentation about new OpenGL seems to claim GLSL has now #include directives

According to those slides by nvidia (slide 24), there seems to be some kind of include directives in recent opengl / glsl. According to the wiki, this does not seem true : "[...]. The most notable omission is #include." So, who is right here ? If…
cmourglia
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