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
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What is state-of-the-art for text rendering in OpenGL as of version 4.1?

There are already a number of questions about text rendering in OpenGL, such as: How to do OpenGL live text-rendering for a GUI? But mostly what is discussed is rendering textured quads using the fixed-function pipeline. Surely shaders must make…
Ben Voigt
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OpenGL 4.x learning resources

I know there are some question about learning OpenGL. Here is what I know: math for 3D 3D theory Here is what I want to know: - OpenGL 4.0 Core profile (or latter) - Shader Language 400 (or latter) - every part of above (if it do not work…
przemo_li
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Learning modern OpenGL

I am aware that there were similar questions in past few years, but after doing some researches I still can't decide where from and what should I learn. I would also like to see your current, actual view on modern OpenGL programming with more C++…
Neomex
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What does GLEW do and why do I need it?

Okay, so I already know why I need GLEW, but only up to a point. If I am using modern OpenGL stuff, probably from version 3.0 onwards, and/or am using the Core Profile, then GLEW is required as without it compilation produced error such as…
FreelanceConsultant
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glLineStipple deprecated in OpenGL 3.1

glLineStipple has been deprecated in the latest OpenGL APIs. What is it replaced with? If not replaced, how can I get a similar effect? (I don't want to use a compatibility profile of course...)
Vincent
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Difference in glGenBuffers and glCreateBuffers

Given we are using OpenGL 4.5 or have support for the GL_ARB_direct_state_access extension, we have the new function glCreateBuffers. This function has an identical signature to glGenBuffers, but specifies: returns n previously unused buffer names…
RamblingMad
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glVertexAttribPointer and glVertexAttribFormat: What's the difference?

OpenGL 4.3 and OpenGL ES 3.1 added several alternative functions for specifying vertex arrays: glVertexAttribFormat, glBindVertexBuffers, etc. But we already had functions for specifying vertex arrays. Namely glVertexAttribPointer. Why add new APIs…
Nicol Bolas
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OpenGL 4.1 and 3.1+, What are key differences?

I understand that OpenGL 4 and 3 are fairly similar, especially 3.1 and 4.1. With both being essentially released together, it can be difficult to understand the rationale for OpenGL 4.0/4.1. In previous releases of OpenGL, minor version increments…
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When should I use STD140 in OpenGL?

When do I use the STD140 for uniform blocks in OpenGL? Although I am not a 100% sure, I believe there is an alternative to it which can achieve the same thing, called "Shared". Is it just preference for the coder? Or are there reasons to use one…
Dan Webster
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Fix for 3D camera to move in the direction it's facing?

The Short Version (TL;DR) I have a Camera attached to a SceneNode and movement works fine as long as the SceneNode's rotation/axes are aligned with the world's. However, when an object rotates to "look" in a different direction and is told to move…
code_dredd
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OpenGL4.5 - bind multiple textures and samplers

I'm trying to understand Textures, Texture Units and Samplers in OpenGL 4.5. I'm attaching a picture of what I'm trying to figure out. I think in my example everything is correct, but I am not so sure about the 1D Sampler on the right side with the…
Carlos Romero
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What does immutable texture mean?

ARB_texture_storage was introduced into OpenGL 4.2 core. Can you explain what immutability for texture objects means? Why it is better from the previous texture usage and what are disadvantages of this feature? I know I can read the spec of this…
fen
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Performance gain using interleaved attribute arrays in OpenGL4.0

I work with OpenGL4.X .Recently I read this Apple OpenGLES2 doc where it is stated that using interleaved attribute arrays improves performance on IOS mobile devices and is the recommended way (instead of using blocks of attributes). For those who…
Michael IV
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How to use VBOs without VAOs with OpenGL core profile?

I'm having trouble using vertex buffer objects without using a vertex array object. My understanding was that VAOs are just encapsulating the state around VBOs. But shouldn't the VBOs be usable without a VAO? Here's a mini-example. With use_vao=true…
Alec Jacobson
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difference between SSBO and Image load/store

What are the diffences between "Shader Storage Buffer Objects" (SSBO) and Image load store operations When should one be used and not the other? They both can have atomic operations and I assume they are stored in the same type of memory. And…
tamato
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