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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Difference between dFdxFine and dFdxCoarse

From the OpenGL documentation: dFdxFine and dFdyFine calculate derivatives using local differencing based on on the value of p for the current fragment and its immediate neighbor(s). dFdxCoarse and dFdyCoarse calculate derivatives using local…
dv1729
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OpenGL texture repeat artifacts

I'm using OpenGL (4.5 core, with LWJGL 3.0.0 build 90) and I noticed some artifacts on textures using GL_REPEAT wrap mode with a high amount of repetitions: What causes this, and how can I fix it (if I can) ? Here, the plane's size is 100x100, and…
nasso
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can't compile samples of OpenGL Superbible 7th (unresolved external symbol)

I'm following the steps in HOWTOBUILD.txt. I have the necessary files for glfw built already. For the first time, the linker is complaining about glfw. After searching, it seems I need to link against gl3w see this link. I've generated the static…
CroCo
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Render large circular points in modern OpenGL

I want to render filled circles of a dynamically varying radius around a set of points whose 2D coordinates are stored in a VBO. So far I was using GL_POINT_SMOOTH, but having now shifted to OpenGL 4.0, this option is no longer available. I have…
jaideep777
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Opengl: Use single channel texture as alpha channel to display text

What I'm trying to do is load a texture into hardware from a single channel data array and use it's alpha channel to draw text onto an object. I am using opengl 4. If I try to do this using a 4 channel RGBA texture it works perfectly fine but for…
Kacper Kuryllo
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Why isn't glDrawElements drawing my circle?

I'm learning opengl and trying to draw an indexed circle using glDrawEmelents, but for some reason it does not work. However when I draw a triangle using glDrawElements (see the commented code) it draws the triangle just fine. I think it has…
DohnJoe
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Unexplainable behavior when using uniform sampler2d[]

I'm sorry but this will require a little bit of explanation. I'm trying to make it as simple as possible. What I want to do: I'm visualizing height fields. A height field may have multiple patches. A patch is a smaller texture that alters the height…
Velrok
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Compute shader shared memory contains artifacts

I've been trying to write a general compute shader Gaussian blur implemenation. It basically works, however it contains artifacts which change every frame even when the scene is static. I've spent the past few hours trying to debug this. I've gone…
Robadob
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How to use vao and buffers in OpenGL 4.5

I'd like to render a triangle using OpenGL 4.5. I have found lot's of examples online using older versions of OpenGL but none using OpenGL 4.5 functions. Therefore I tried to "upgrade" some code myself. This is the old working code: // Triangles to…
user1502256
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Is the stencil buffer still relevant in modern OpenGL?

Me and a friend have been having an ongoing argument about the stencil buffer. In short I haven't been able to find a situation where the stencil buffer would provide any advantage over the programmable pipeline tools in OpenGL 3.2+. Are there any…
claudehenry
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Why is texture buffer faster than vertex inputs when using instancing in glsl?

I am coding my own rendering engine. Currently I am working on terrain. I render the terrain using glDrawArraysInstanced. The terrain is made out of a lot of "chunks". Every chunk is one quad which is also one instance of the draw call. Each quad…
MarGenDo
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Trivial OpenGL Shader Storage Buffer Object (SSBO) not working

I am trying to figure out how SSBO works with a very basic example. The vertex shader: #version 430 layout(location = 0) in vec2 Vertex; void main() { gl_Position = vec4(Vertex, 0.0, 1.0); } And the fragment shader: #version…
Shepard
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OpenGL Planet Generation - Simple Matrix Issue (Planet "Spins" With Mouse)

Im currently working on a OpenGL planet rendering. I'm using the Tessellation pipeline. So far things are going very well bar one issue. It's at the stage where I've been banging my head off it for ages and feel like progress isnt happening. First…
Brian
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What does OpenGL Bindless Texture function glMakeTextureHandleNonResident ACTUALLY do?

I have a working prototype that tests bindless textures. I have a camera that pans over 6 gigs of texture, while i only have 2 gigs of VRAM. I have an inner frustum that is used to get the list of objects in the viewport for rendering, and an outer…
Joe
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Explain to me like I am 5: OpenGL 4.x Rendering Pipeline

I have spent the last couple of weeks in my off-time looking at openGL. And while I do not have a problem following some of the older NeHe examples, from everything I have read, OpenGL4 is a totally different process. And I have access to the red…
Brian Bruggeman
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