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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OpenGl 4.x ADS phong shading, plane not fully colored instead bullseye-like coloring

Here is a picture of the program running: I can't figure out why my plane is getting a bullseye coloring, I'm pretty sure I'm doing something wrong with the shaders but I'm not entirely sure what's the problem. this is my fragment shader. #version…
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OpenGL 4.5 Buffer Texture : extensions support

I use OpenGL Version 4.5.0, but somehow I can not make texture_buffer_object extensions work for me ("GL_EXT_texture_buffer_object" or "GL_ARB_texture_buffer_object"). I am quite new with OpenGL, but if I understand right, these extensions are quite…
Butterfly
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Jogl, display() gets called before init() finishes

First time I have this problem This is the last line executed in the init() and then display() is called Never faced this problem before. It quits init() at the same point even debugging step by step.. Ps: using com.jogamp.opengl.util.Animator as…
elect
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OpenGL Mandelbrot pixelating on zoom

I've written a Mandelbrot viewer with zoom using SharpGL (C# implementation of OpenGL). It works fine but after 17 zooms (double scale each zoom) it starts to pixelate pretty badly. I have almost identical code written in c# directly, which doesn't…
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GLSL 4.50 messed up my Shader Storage Buffer Objects

My vertex shader code was working fine with GLSL 4.30 but after upgrading to GLSL 4.50 it seems to not be able to read values from SSBOs. Here is the code that offloads data to the buffers: glBindBuffer(GL_SHADER_STORAGE_BUFFER,…
MaYa
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Rendering using VBOs/VAOs in OpenGL4

I'm trying to update some old-style OpenGL code to modern OpenGL4. I have a huge textured and pre-tessellated cube model to render. Instead of that, I'm now getting this: That's a field of semi-arbitrary black triangles on a white background. My…
mcmonkey4eva
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OpenGL shaders compile garbage error

I'm trying to use simple glsl shader loaded from file. This is what I have: GLuint shdld(char *path) { GLuint shd; GLint cflag, nlog; FILE *fp; int i, c; GLchar source[1000], elog[1000]; fp = fopen(path, "r"); if (fp ==…
ghi
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"Failed to make context current." on a computer without Qt

So I have been trying to develop a Qt application and run it on another Windows 8.1 machine which doesn't have Qt installed. On my first computer, I used Visual Studio 2013 to develop my application and compiled it in release mode with the…
Gpack
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offscreen rendering opengl 4.5 multisample FBO

I'm referencing OpenGL Superbible 6 in my code. First I simply wanted to implement object picking in my 3d scene. Eventually I've decided to use framebuffer objects and I have succeeded and then I understood the problem with the need to solve the…
Antiusninja
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Conditional output from geometry-shader GLSL

I am trying to figure out how to switch outputs in the geometry shader, specifically these two outputs: layout(points, max_vertices = 1) out; // OUTPUT 1 layout(triangle_strip, max_vertices = 4) out; // OUTPUT 2 I am doing a rendering of…
mike
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Creating and reading 1D textures in OpenGL 4.x

I have problems to use 1D textures in OpenGL 4.x. I create my 1d texture this way (BTW: I removed my error checks to make the code more clear and shorter - usually after each gl call a BLUE_ASSERTEx(glGetError() == GL_NO_ERROR, "glGetError…
Vertexwahn
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Use one GL ELEMENT_ARRAY_BUFFER to reference each attribute from 0?

Question OpenGL 4.4, C++11 Do I have the power to use indices in an element_array_buffer from 0 for each attribute, by setting vertex attributes to both the element_array_buffer, and array_buffer? Data Layout VAO Buffer(array_buffer) …
user1684306
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glBufferSubData causes unhandled exception: 0xC0000005

I am trying to make a mesh class using a vao and a vbo. First I create vectors to hold the data to be buffered: std::vector vertices; std::vector normals; std::vector texCoords; std::vector indices; I store data…
Hans
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Compressed Textures in OpenGL

I have read that compressed textures are not readable and are not color render-able. Though I have some idea of why its not allowed, can some one explain in little detail. What exactly does it mean its not readable. I can not read from them in…
viktorzeid
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Java OpenGL 4.4: Store/Push, Pop the current program pipeline

I have a hook that allows me to render my own model. For this model I want to use a custom vertex shader. Now the problem is that the outer program still renders using the old shader/program methods (glUseProgram) and I want to keep my program…
WorldSEnder
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