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 Error of failed request: BadAlloc (insufficient resources for operation)

I have a one problem when I try compile a program in OpenGL 4. The trouble is the next: X Error of failed request: BadAlloc (insufficient resources for operation) Major opcode of failed request: 136 (GLX) Minor opcode of failed request: 34…
Cristian
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Fatal Error recompiling shaders using the Image api

I'm getting the error fatal error C9999: *** exception during compilation *** Whenever I try to recompile a GLSL shader that uses Image api for texture writes, for example layout(binding = 0) coherent uniform image3D Voxels; Initial compilation…
ragnar
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per fragment lighting and window to camera transforms

I implemented a per fragment lighting and light attenuation using a window to camera transforms: vec4 ndcPos; ndcPos.xy = ((gl_FragCoord.xy / windowSize.xy) * 2.0) - 1.0; ndcPos.z = (2.0 * gl_FragCoord.z - gl_DepthRange.near - gl_DepthRange.far) /…
Irbis
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light calculations in modelspace

I have a working per fragment lighting but I wonder what can I do to keep a lighting calculation in the modelspace where I don't have to multiply normals by normalModelMatrix as below in the fragment shader. Shaders: ViewMatrix - camera…
Irbis
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Stbi_load causes error from glGetTextureHandleArb()

Trying to setup bindless textures, whenever I call glGetTextureHandleARB() it results in the OpenGL error GL_INVALID_OPERATION. This page says this is because my texture object specified is not complete. After spending (too) much time trying to…
Pancake
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OpenGL Instanced Rendering drawing one triangle

I'm trying to build a voxel engine, and to do this I have to create hundreds of thousands of voxels, and I was hoping I could use instanced rendering. However, the drawing is very unexpected. I'm primarily following the LearnOpenGL guide. When…
octopirate
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Lower framerate while using dedicated graphics card for OpenGL rendering

I'm using glDrawArraysInstanced to draw 10000 instances of a simple shape composed of 8 triangles. On changing the dedicated graphics card that is to be used to my NVIDIA GTX 1060, it seems i'm getting lower framerate and also some visible…
curs0r
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When I call glDrawElements, I am getting weird behaviour

I was writing a basic texture batch renderer but somehow, it only renders a single texture rather than four. Is there anything wrong with the below code? I can't find anything wrong with it. I am using GLEW and GLFW for windowing. The VertexBuffer,…
Samuel
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Why does conservative rasterization fail to call the fragment shader for some triangles?

I'm using conservative rasterization on a g3.4xlarge AWS EC2 instance. The following code should increment an atomic counter (read in RenderFunction()) in the fragment shader and store the fragment coordinates in a shader storage buffer object. The…
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Performance gain when using newer Versions over extensions?

For my Application I need a renderer. The renderer uses the OpenGL 3.3 core profile as a basic. In newer OpenGL versions, there are some neat features, which are also available via extensions. If available I want to use newer features, based on the…
Tim Diekmann
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glGetAttribLocation returns -1 after more than one uniform is set

I want to create program which converts RGB to YCbCr so I need set transform matrix and vector as uniform. When i call glUniform more than once glGetAttribLocation returns -1. Here is my code. Fragment Shader #version 410 precision highp…
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GLSL: Triangle disappears after multiplying with mat4

I am trying to learn OpenGl using this tutorial series. It all works fine up to tutorial 4 (Textures) but after tutorial 5 (3D Motion), the triangle which I have drawn previously disappears. I have seen the video twice to make sure that I have not…
Gaurish Gangwar
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Type mismatch vertex attribute

I write glsl wrapper for education purposes, but I stopped because I have some misunderstanding. When I want insert variable to specific location, I have mismatch warning. Because location is GLint, but glVertexAttrib location must be GLuint. Here's…
Airat
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nv-pro samples compiling failure, the global scope has no "int_least8_t"

Trying to get this sample from the nvidia repository working, I followed the instructions they give: cloned gl_commandlist_basic, shared_external, shared_sources and build_all, all of them at the same level (same directory) cmake -G "Visual Studio…
elect
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Taking very large screenshot from scene

I want to take very large screenshots from my application in OpenGL like 20000x20000 for printing on the banner. First of all, I am not able to create such big framebuffers because of the maximum GPU texture size limitation. Anyone can help me how…
mmostajab
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