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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Precision of glReadPixels when reading unsigned int

I am having problems storing and retrieving 32 bit unsigned from my framebuffer. The max value for a framebuffer on my intel laptop (nvidia card and Ubuntu) is: 4.294.967.295 However, the max value that i can read, for some reason, is only:…
wesdec
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Do OpenGL Vertex Array Objects store vertex buffer names and indices, or only indices?

When created, do VAOs track just VBO indices (via glBindVertexBuffer), or also which VBO names are bound to those indices? If I specify a binding index of, say, 0 using glVertexAttribBinding during VAO creation, can I bind a different VBO to index…
jorgander
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Serious rendering issues with OpenGL 4.1 and Qt 5

I've seen some promising references to being able to run Qt5 on modern OpenGL. I'm using the following code to set my QQuickView to OpenGL 4.1 Core (the latest supported on OSX 10.9 with my MacBook). QSurfaceFormat sf =…
Evan
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What is the difference between memoryBarrier in GLSL and glMemoryBarrier in OpenGL API

Is it that the memoryBarrier in GLSL orders memory transactions within a single shader invocation and that the glMemoryBarrier in OpenGL API orders memory transactions across mulitple shader invocations (which are not necessarily of the same…
viktorzeid
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what is the difference between querying time elapsed in OpenGL with GL_TIME_ELAPSED and GL_TIMESTAMP

Both of them can be used to get time elapsed in nanoseconds. The former uses scoped glBeginQuery/glEndQuery. Is that the difference?
viktorzeid
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why did the width/height of viewport change from int to float in glViewportIndexed

glViewport: width/height are integers (which are pixels). But glViewportIndexed has these values in float. What are the advantages of having them in float. My understanding is based on the fact that pixels are always integers.
viktorzeid
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glMultiDrawElementsIndirect usage

Okay, so I am trying to write a simple rendering loop to understand glMultiDrawElementsIndirect. But at the moment it freezes up my whole computer(Ubuntu 14.04) and forces me to give it a cold restart. I define this structure as guidlined by the…
RamblingMad
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OpenGL 4.2+ and shader_image_load_store for 3D textures not working?

I am trying to figure out why I'm not able to write into 3D textures using the (now built-in) shader_image_load_store extension. I created two simple examples (in python to make it easier): one to write into a 2D texture, that works, and one to…
Pa_
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Haskell OpenGL procedural generation

I am trying to use Haskell to procedurally generate a triangulated square terrain of a given width to be given to OpenGL. The only thing that is actually procedurally generated is the heights, which is not hard at all, I just use a random function…
functorial
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How to bind shader buffer blocks using glShaderStorageBinding?

Using OpenGL 4.3, I want to know how to bind shader buffer blocks using glShaderStorageBinding. 'binding' qualifiers works fine, but I don't want to use them. I have written the following code: GLint i=0, j=0, Ibuffer[32], *Obuffer; GLuint…
user1896853
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OpenGL 4.2 glBindAttribLocation invalid value?

I'm using OpenGL 4.2 and I can't figure out why I'm getting a GL_INVALID_VALUE error in this program. I get an error when I call glBindAttribLocation. According to the OpenGL 4 reference page, there are only two reasons why GL_INVALID_VALUE should…
jodag
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OpenGL 4 headers

Where i can download OpenGL 4.0 headers for C/C++? I found only GL/gl.h in /compiler/include/, but it outdated (OpenGL 1.1). Don't offer libraries like GLEW. I want write my application with pure OpenGL.
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OpenGL Programming Guild Eighth Edition, sample programs and 'NumVAOs'

For anyone who has seen my previous questions, after working through the RedBook for Version 2.1, I am now moving on to Version 4.3. (Hoary you say, since many of you have been telling me to do this for ages.) So, I am deep into Chapter 3, but still…
FreelanceConsultant
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issues with mixing glGetTexImage and imageStore on nvidia opengl

I wrote some code, too long to paste here, that renders into a 3D 1 component float texture via a fragment shader that uses bindless imageLoad and imageStore. That code is definitely working. I then needed to work around some GLSL compiler bugs, so…
Walt Donovan
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Passing RGBA32F texture to a shader as R32F for imageAtomic operations and accessing components

Is it possible to pass a 3D RGBA32F texture to shader as a type that is compatible with the imageAtomic operations (i.e. R32F), and then modifying somehow the ivec3 index such that the appropriate components of the RGBA32F texture are accessed…
ragnar
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