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 - How is GLenum a unsigned 32 bit Integer?

To begin there are 8 types of Buffer Objects in OpenGL: GL_ARRAY_BUFFER​ GL_ELEMENT_ARRAY_BUFFER​ GL_COPY_READ_BUFFER ... They are enums, or more specifically GLenum's. Where GLenum is a unsigned 32 bit integer that has values up to ~…
Jebathon
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Failure to write to texture as GL_R32UI using imageStore

I have a 3D texture with an internal format of GL_R32UI, writing to it works fine as long as I pretend its a floating point texture. That is if I bind it as layout(binding = 0) uniform image3D Voxels; And write to it with imageStore(Voxels,…
ragnar
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How to create OpenGL 3.x or 4.x context in Ruby?

I've looked everywhere, but there seam to be no ruby binding that would allow to create OpenGL 3/4 context. It do not have to be complete OpenGL binding library, just portion that creates OpenGL context. Update: If I'm desperate enough I'll do…
przemo_li
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Using OpenGL draw_indirect with OpenCL

I don't quite have a 100% clear picture how the Draw Instanced/Draw Indirect family of functions all the way down to glDrawElementsInstancedBaseVertexBaseInstance work together. Using OpenGL 4.0+ & OpenCL interop capable hardware and drivers, how…
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OpenGL Reading from a texture unit currently bound to a framebuffer

I've encountered an issue trying to read data from a texture unit currently attached to the draw framebuffer. The errors are removed as long as i use a glTextureBarrier between the draw calls. However I'm trying to eliminate draw calls so this is an…
Jens
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OpenGL early depth test not working

Here's my fragment shader: #version 420 core #extension GL_ARB_explicit_uniform_location : enable #extension GL_ARB_shader_storage_buffer_object : require layout(early_fragment_tests) in; layout(binding = 4, offset = 0) uniform atomic_uint…
Joel
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OpenGL glMultiDrawElementsIndirect with Interleaved Buffers

Originally using glDrawElementsInstancedBaseVertex to draw the scene meshes. All the meshes vertex attributes are being interleaved in a single buffer object. In total there are only 30 unique meshes. So I've been calling draw 30 times with instance…
SharkBytes
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OpenGL 4 providing data to vertex buffer

I use old way to provide the data to vertex buffer in OpenGL glGenBuffers(1, buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, sizeof(pos), pos, GL_STATIC_DRAW); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0,…
nameless323
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What is the "OpenGL State Machine"?

My brain tends to favor structuring concepts in hierarchical, object-oriented, component-like ways. Unfortunately, this is preventing me from understanding OpenGL--and i suspect the source of my confusion is in my misunderstanding of what the…
Noob Saibot
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OpenGL what does zNear zFar mean?

I understand that zNear, zFar mark the clipping bounds of a scene. But OpenTK restricts the values to be greater than zero. Does this mean all my objects should be drawn on positive Z axis so that its not clipped ?
Dinesh
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Opengl best texture compression format on desktop nowadays

I did not find any valid resource online that is updated and compare the texture compression formats for OpenGL for desktop. Everything is either outdated or for mobile. Looking on my platform, I see many different…
elect
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OpenGL 4: Stitched tesselation patches dont fit together

Problem solved, see below for the correction Im trying to implement TDM's "Seascape" (see here https://www.shadertoy.com/view/Ms2SD1) with rectangle patches ,tesselation and custom level of detail. Unfortunately i cant get the gl_TessLevelOuter…
tly
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Texture mapping using a 1d texture with OpenGL 4.x

I want to use a 1d texture (color ramp) to texture a simple triangle. My fragment shader looks like this: #version 420 uniform sampler1D colorRamp; in float height; out vec4 FragColor; void main() { FragColor = texture(colorRamp,…
Vertexwahn
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minimum/maximum depth of tile in opengl

I'm trying to implement tiled deferred rendering but I'm stuck on calculating min/max depth for each tile. I'm using compute shader for this. This is its complete code: #version 430 #define TILE_SIZE 32 layout (location = 0, rgba32f) uniform…
mezo
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What are the Attribute locations for fixed function pipeline in OpenGL 4.0++ core profile?

I would like to know the attribute locations inside fixed pipeline (no shader attached) for nVidia OpenGL drivers: glVertex = 0 glColor = 3 glNormal = ? glTexCoord = ? glMultiTexCoord 0..7 = ? glSecondaryColor = ? glFog = ? Empirically I found the…
Spektre
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