Opengl 3 1
Author: J | 2025-04-24
OpenGL version. 1 post Page 1 of 1. sarandev Posts: 3 Joined: Sat . OpenGL version. Fri 5:32 am . Hey, what version of OpenGL is supported by Contents 1 Introduction1 1.1 Formatting of the OpenGL Specification .1 1.1.1 .1 1.1.2 .1 1.2 What is the OpenGL Graphics System? .2 1.2.1 Programmer’s View of OpenGL .2 1.2.2 Implementor’s View of OpenGL .2 1.2.3 Our View .3
differences between opengl 3 and opengl 4
4.3)GL_ARB_arrays_of_arrays (OpenGL 4.3)GL_ARB_texture_query_levels (OpenGL 4.3)GL_ARB_invalidate_subdata (OpenGL 4.3)GL_ARB_clear_buffer_object (OpenGL 4.3)GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)GL_INTEL_map_textureGL_ARB_texture_compression_bptc (OpenGL 4.2)GL_ARB_ES2_compatibility (OpenGL 4.1)GL_ARB_ES3_compatibility (OpenGL 4.3)GL_ARB_robustness (OpenGL 4.1)GL_ARB_robust_buffer_access_behavior (OpenGL 4.3)GL_EXT_texture_sRGB_decodeGL_ARB_copy_image (OpenGL 4.3)GL_KHR_blend_equation_advanced (OpenGL 4.5)GL_EXT_direct_state_accessGL_ARB_stencil_texturing (OpenGL 4.3)GL_ARB_texture_stencil8 (OpenGL 4.4)GL_ARB_explicit_uniform_location (OpenGL 4.3)WGL_EXT_depth_floatWGL_ARB_buffer_regionWGL_ARB_extensions_stringWGL_ARB_make_current_readWGL_ARB_pixel_formatWGL_ARB_pbufferWGL_EXT_extensions_stringWGL_EXT_swap_control (Requires OpenGL 1.2)WGL_EXT_swap_control_tearWGL_ARB_multisampleWGL_ARB_pixel_format_floatWGL_ARB_framebuffer_sRGB (OpenGL 2.0)WGL_ARB_create_context (OpenGL 3.0)WGL_ARB_create_context_profileWGL_EXT_pixel_format_packed_float (OpenGL 2.0)WGL_EXT_create_context_es_profileWGL_EXT_create_context_es2_profileWGL_NV_DX_interopWGL_ARB_create_context_robustness (OpenGL 4.1)Here is the OpenCL report from GPU Caps Viewer:- Num OpenCL platforms: 1- CL_PLATFORM_NAME: Intel(R) OpenCL- CL_PLATFORM_VENDOR: Intel(R) Corporation- CL_PLATFORM_VERSION: OpenCL 1.2 - CL_PLATFORM_PROFILE: FULL_PROFILE- Num devices: 2 - CL_DEVICE_NAME: Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz - CL_DEVICE_VENDOR: Intel(R) Corporation - CL_DRIVER_VERSION: 4.2.0.148 - CL_DEVICE_PROFILE: FULL_PROFILE - CL_DEVICE_VERSION: OpenCL 1.2 (Build 148) - CL_DEVICE_TYPE: CPU - CL_DEVICE_VENDOR_ID: 0x8086 - CL_DEVICE_MAX_COMPUTE_UNITS: 4 - CL_DEVICE_MAX_CLOCK_FREQUENCY: 3400MHz - CL_DEVICE_ADDRESS_BITS: 32 - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 524256KB - CL_DEVICE_GLOBAL_MEM_SIZE: 2047MB - CL_DEVICE_MAX_PARAMETER_SIZE: 3840 - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 64 Bytes - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 256KB - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO - CL_DEVICE_LOCAL_MEM_TYPE: Global - CL_DEVICE_LOCAL_MEM_SIZE: 32KB - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 128KB - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3 - CL_DEVICE_MAX_WORK_ITEM_SIZES: [8192 ; 8192 ; 8192] - CL_DEVICE_MAX_WORK_GROUP_SIZE: 8192 - CL_EXEC_NATIVE_KERNEL: 1493444 - CL_DEVICE_IMAGE_SUPPORT: YES - CL_DEVICE_MAX_READ_IMAGE_ARGS: 480 - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 480 - CL_DEVICE_IMAGE2D_MAX_WIDTH: 16384 - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 16384 - CL_DEVICE_IMAGE3D_MAX_WIDTH: 2048 - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 2048 - CL_DEVICE_IMAGE3D_MAX_DEPTH: 2048 - CL_DEVICE_MAX_SAMPLERS: 480 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 1 - CL_DEVICE_EXTENSIONS: 15 - Extensions: - cl_khr_icd - cl_khr_global_int32_base_atomics - cl_khr_global_int32_extended_atomics - cl_khr_local_int32_base_atomics - cl_khr_local_int32_extended_atomics - cl_khr_byte_addressable_store - cl_khr_spir - cl_intel_exec_by_local_thread - cl_khr_depth_images - cl_khr_3d_image_writes - cl_khr_fp64 - cl_intel_dx9_media_sharing - cl_khr_dx9_media_sharing - cl_khr_d3d11_sharing - cl_khr_gl_sharing - CL_DEVICE_NAME: Intel(R) HD Graphics 4600 - CL_DEVICE_VENDOR: Intel(R) Corporation - CL_DRIVER_VERSION: 10.18.14.4080 - CL_DEVICE_PROFILE: FULL_PROFILE - CL_DEVICE_VERSION:
OpenGL vs OpenGL ES and OpenGL 1.x vs OpenGL 2.0 What to
Muestra información útil sobre el acelerador 3D OpenGL actual Inicio Ajuste del Sistema GLview - OpenGL Extension Viewer 7.3.5 Versión Previas Navegar por EmpresaAdobe, Apowersoft, Ashampoo, Autodesk, Avast, Corel, Cyberlink, Google, iMyFone, iTop, Movavi, PassFab, Passper, Stardock, Tenorshare, Wargaming, Wondershare Patrocinado 27 de febrero de 2025 - 29.5 MB - Gratis Revisar Imágenes Version. Previas GLview - OpenGL Extension Viewer 7.3.5 Fecha Publicado: 27 feb.. 2025 (hace 2 semanas) GLview - OpenGL Extension Viewer 7.3.4 Fecha Publicado: 30 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.3.3 Fecha Publicado: 26 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.3.2 Fecha Publicado: 19 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.3.1 Fecha Publicado: 15 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.2.9 Fecha Publicado: 13 dic.. 2024 (hace 3 meses) GLview - OpenGL Extension Viewer 7.2.8 Fecha Publicado: 08 nov.. 2024 (hace 4 meses) GLview - OpenGL Extension Viewer 7.2.7 Fecha Publicado: 02 nov.. 2024 (hace 4 meses) GLview - OpenGL Extension Viewer 7.2.5 Fecha Publicado: 04 sept.. 2024 (hace 6 meses) GLview - OpenGL Extension Viewer 7.2.3 Fecha Publicado: 15 ago.. 2024 (hace 7 meses) GLview - OpenGL Extension Viewer 7.2.2 Fecha Publicado: 11 jul.. 2024 (hace 8 meses) GLview - OpenGL Extension Viewer 7.2.0 Fecha Publicado: 06 jun.. 2024 (hace 9 meses) GLview - OpenGL Extension Viewer 7.1.0 Fecha Publicado: 16 may.. 2024 (hace 10 meses) GLview - OpenGL Extension Viewer 7.0.11 Fecha Publicado: 09 may.. 2024 (hace 10 meses) OpenGL Extension Viewer 6.4.10 Fecha Publicado: 29 ene.. 2024 (hace 1 año) OpenGL Extension Viewer 6.4.9 Fecha Publicado: 11 dic.. 2023 (hace 1 año) OpenGL Extension Viewer 6.4.4 Fecha Publicado: 10 nov.. 2023 (hace 1 año) OpenGL Extension Viewer 6.4.3 Fecha Publicado: 16 sept.. 2023 (hace 1 año) OpenGL Extension Viewer 6.4.0 Fecha Publicado: 16 jun.. 2023 (hace 1 año) OpenGL Extension Viewer 6.3.8 Fecha Publicado: 15 nov.. 2022 (hace 2 años) 1 2T m hiểu về OpenGL (1/3) - Viblo
Dolby Atmos.Downloadslatest version for win10/win11 64-bit (desktop+notebook) @ Geeks3D516.94 win10/win11 64-bit @ NVIDIA516.59 win10/win11 64-bit @ NVIDIA516.40 win10/win11 64-bit @ NVIDIAGeForce 516.40GeForce 516.59GeForce 516.94OpenGL supportGeForce 516.40GeForce 516.40 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).- GL_VENDOR: NVIDIA Corporation- GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2- GL_VERSION: 4.6.0 NVIDIA 516.40- GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA- OpenGL Extensions: 433 extensions (GL=401 and WGL=32)GeForce 516.59GeForce 516.59 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).- GL_VENDOR: NVIDIA Corporation- GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2- GL_VERSION: 4.6.0 NVIDIA 516.59- GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA- OpenGL Extensions: 433 extensions (GL=401 and WGL=32)GeForce 516.94GeForce 516.94 exposes OpenGL 4.6 and 433 extensions for a GeForce RTX 3060 Ti on Windows 10 (v21H1). This is the same support than previous R465 family (see HERE).- GL_VENDOR: NVIDIA Corporation- GL_RENDERER: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2- GL_VERSION: 4.6.0 NVIDIA 516.94- GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA- OpenGL Extensions: 433 extensions (GL=401 and WGL=32)Vulkan supportGeForce 516.40This driver exposes Vulkan 1.3.205 and 159 device extensions for a GeForce RTX 3060 Ti on Windows 10. NVIDIA has added one new extension and removed two ones:added:– VK_NV_linear_color_attachmentremoved:– VK_NV_acquire_winrt_display– VK_KHR_global_priorityVulkan devices- # of devices: 1- [ device 0 ] - name: NVIDIA GeForce RTX 3060 Ti - deviceID: 10DE-2486 (4318-9350) - API version (raw): 4206797 - API version: 1.3.205 - NVIDIA driver: 516.40.0.0 - # of extensions: 159 VK_KHR_16bit_storage VK_KHR_8bit_storage VK_KHR_acceleration_structure VK_KHR_bind_memory2 VK_KHR_buffer_device_address VK_KHR_copy_commands2 VK_KHR_create_renderpass2 VK_KHR_dedicated_allocation VK_KHR_deferred_host_operations VK_KHR_depth_stencil_resolve VK_KHR_descriptor_update_template VK_KHR_device_group VK_KHR_draw_indirect_count VK_KHR_driver_properties VK_KHR_dynamic_rendering VK_KHR_external_fence VK_KHR_external_fence_win32 VK_KHR_external_memory VK_KHR_external_memory_win32 VK_KHR_external_semaphore VK_KHR_external_semaphore_win32 VK_KHR_format_feature_flags2 VK_KHR_fragment_shading_rate VK_KHR_get_memory_requirements2 VK_KHR_image_format_list VK_KHR_imageless_framebuffer VK_KHR_maintenance1 VK_KHR_maintenance2 VK_KHR_maintenance3 VK_KHR_maintenance4 VK_KHR_multiview VK_KHR_pipeline_executable_properties VK_KHR_pipeline_library VK_KHR_present_id VK_KHR_present_wait VK_KHR_push_descriptor VK_KHR_ray_query VK_KHR_ray_tracing_pipeline VK_KHR_relaxed_block_layout VK_KHR_sampler_mirror_clamp_to_edge VK_KHR_sampler_ycbcr_conversion VK_KHR_separate_depth_stencil_layouts VK_KHR_shader_atomic_int64 VK_KHR_shader_clock VK_KHR_shader_draw_parameters VK_KHR_shader_float16_int8 VK_KHR_shader_float_controls VK_KHR_shader_integer_dot_product VK_KHR_shader_non_semantic_info VK_KHR_shader_subgroup_extended_types VK_KHR_shader_subgroup_uniform_control_flow VK_KHR_shader_terminate_invocation VK_KHR_spirv_1_4 VK_KHR_storage_buffer_storage_class VK_KHR_swapchain VK_KHR_swapchain_mutable_format VK_KHR_synchronization2 VK_KHR_timeline_semaphore VK_KHR_uniform_buffer_standard_layout VK_KHR_variable_pointers VK_KHR_vulkan_memory_model VK_KHR_win32_keyed_mutex VK_KHR_workgroup_memory_explicit_layout VK_KHR_zero_initialize_workgroup_memory VK_EXT_4444_formats VK_EXT_blend_operation_advanced VK_EXT_border_color_swizzle VK_EXT_buffer_device_address VK_EXT_calibrated_timestamps VK_EXT_color_write_enable VK_EXT_conditional_rendering VK_EXT_conservative_rasterization VK_EXT_custom_border_color VK_EXT_depth_clip_control VK_EXT_depth_clip_enable VK_EXT_depth_range_unrestricted VK_EXT_descriptor_indexing VK_EXT_discard_rectangles VK_EXT_extended_dynamic_state VK_EXT_extended_dynamic_state2 VK_EXT_external_memory_host VK_EXT_fragment_shader_interlock VK_EXT_full_screen_exclusive VK_EXT_hdr_metadata VK_EXT_host_query_reset VK_EXT_image_robustness VK_EXT_image_view_min_lod VK_EXT_index_type_uint8 VK_EXT_inline_uniform_block VK_EXT_line_rasterization VK_EXT_load_store_op_none VK_EXT_memory_budget VK_EXT_memory_priority VK_EXT_multi_draw VK_EXT_pageable_device_local_memory VK_EXT_pci_bus_info VK_EXT_pipeline_creation_cache_control VK_EXT_pipeline_creation_feedback VK_EXT_post_depth_coverage VK_EXT_primitive_topology_list_restart VK_EXT_private_data VK_EXT_provoking_vertex VK_EXT_queue_family_foreign VK_EXT_robustness2 VK_EXT_sample_locations VK_EXT_sampler_filter_minmax VK_EXT_scalar_block_layout VK_EXT_separate_stencil_usage VK_EXT_shader_atomic_float VK_EXT_shader_demote_to_helper_invocation VK_EXT_shader_image_atomic_int64 VK_EXT_shader_subgroup_ballot VK_EXT_shader_subgroup_vote VK_EXT_shader_viewport_index_layer VK_EXT_subgroup_size_control VK_EXT_texel_buffer_alignment VK_EXT_tooling_info VK_EXT_transform_feedback VK_EXT_vertex_attribute_divisor VK_EXT_vertex_input_dynamic_state VK_EXT_ycbcr_2plane_444_formats VK_EXT_ycbcr_image_arrays VK_NV_clip_space_w_scaling VK_NV_compute_shader_derivatives VK_NV_cooperative_matrix VK_NV_corner_sampled_image VK_NV_coverage_reduction_mode VK_NV_cuda_kernel_launch VK_NV_dedicated_allocation VK_NV_dedicated_allocation_image_aliasing VK_NV_device_diagnostic_checkpoints VK_NV_device_diagnostics_config VK_NV_device_generated_commands VK_NV_external_memory VK_NV_external_memory_win32 VK_NV_fill_rectangle VK_NV_fragment_coverage_to_color VK_NV_fragment_shader_barycentric VK_NV_fragment_shading_rate_enums VK_NV_framebuffer_mixed_samples VK_NV_geometry_shader_passthrough VK_NV_inherited_viewport_scissor VK_NV_linear_color_attachment VK_NV_mesh_shader VK_NV_ray_tracing VK_NV_ray_tracing_motion_blur VK_NV_representative_fragment_test VK_NV_sample_mask_override_coverage VK_NV_scissor_exclusive VK_NV_shader_image_footprint VK_NV_shader_sm_builtins VK_NV_shader_subgroup_partitioned VK_NV_shading_rate_image VK_NV_viewport_array2 VK_NV_viewport_swizzle VK_NV_win32_keyed_mutex VK_NVX_binary_import VK_NVX_image_view_handle VK_NVX_multiview_per_view_attributes - memory heaps: 3 - heap 1: 8050 kB - heap 2: 8149 kB - heap 3: 214 kB - Features (55) -> robustBufferAccess: 1 -> fullDrawIndexUint32: 1 -> imageCubeArray: 1 -> independentBlend: 1 -> geometryShader: 1 -> tessellationShader: 1. OpenGL version. 1 post Page 1 of 1. sarandev Posts: 3 Joined: Sat . OpenGL version. Fri 5:32 am . Hey, what version of OpenGL is supported bytapin13/openGL-3-3-examples: openGL 3.3 Examples - GitHub
Gl3w: Simple OpenGL core profile loadingIntroductiongl3w is the easiest way to get your hands on the functionality offered by theOpenGL core profile specification.Its main part is a simple gl3w_gen.py Python script that downloads theKhronos supported glcorearb.h header and generates gl3w.h and gl3w.c from it.Those files can then be added and linked (statically or dynamically) into yourproject.Requirementsgl3w_gen.py requires Python version 2.7 or newer.It is also compatible with Python 3.x.ExampleHere is a simple example of using gl3w with glut. Note that GL/gl3w.h must beincluded before any other OpenGL related headers:#include #include #include // ...int main(int argc, char **argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(width, height); glutCreateWindow("cookie"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutMouseFunc(mouse); glutMotionFunc(motion); if (gl3wInit()) { fprintf(stderr, "failed to initialize OpenGL\n"); return -1; } if (!gl3wIsSupported(3, 2)) { fprintf(stderr, "OpenGL 3.2 not supported\n"); return -1; } printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION)); // ... glutMainLoop(); return 0;}API ReferenceThe gl3w API consists of just three functions:int gl3wInit(void)Initializes the library. Should be called once after an OpenGL context hasbeen created. Returns 0 when gl3w was initialized successfully,non-zero if there was an error.int gl3wIsSupported(int major, int minor)Returns 1 when OpenGL core profile version major.minor is availableand 0 otherwise.GL3WglProc gl3wGetProcAddress(const char *proc)Returns the address of an OpenGL extension function. Generally, you won'tneed to use it since gl3w loads all functions defined in the OpenGL coreprofile on initialization. It allows you to load OpenGL extensions outsideof the core profile.OptionsThe generator script optionally takes the arguments:--ext to include the GL Extensions in output header.--root=outputdir to set the[Episode 1] Learning OpenGL - Modern OpenGL - YouTube
GlUseProgram(program); glDrawArrays(GL_TRIANGLES, 0, 3);}Application::~Application(){ glDeleteVertexArrays(1, &vao); glDeleteProgram(program);} Now we only need to call update over and over again(if you want something to move)Implement in your objective-c class-(void) drawLoop:(NSTimer*) timer{if(shouldStop){ [self close]; return;}if([self isVisible]){ appInstance->update(); [glView update]; [[glView openGLContext] flushBuffer];}} And add the this method in the implementation of your objective-c class:- (void)applicationDidFinishLaunching:(NSNotification *)notification { [NSTimer scheduledTimerWithTimeInterval:0.000001 target:self selector:@selector(drawLoop:) userInfo:nil repeats:YES];} this will call the update function of your c++ class over and over again(each 0.000001 seconds to be precise)To finish up we close the window when the close button is pressed:- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication{ return YES;}- (void)applicationWillTerminate:(NSNotification *)aNotification{ shouldStop = YES;} Congratulations, now you have a awesome window with a OpenGL triangle without any third party frameworks. Cross Platform OpenGL context creation (using SDL2)Creating a Window with OpenGL context (extension loading through GLEW):#define GLEW_STATIC#include #include int main(int argc, char* argv[]){ SDL_Init(SDL_INIT_VIDEO); /* Initialises Video Subsystem in SDL */ /* Setting up OpenGL version and profile details for context creation */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); /* A 800x600 window. Pretty! */ SDL_Window* window = SDL_CreateWindow ( "SDL Context", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL ); /* Creating OpenGL Context */ SDL_GLContext gl_context = SDL_GL_CreateContext(window); /* Loading Extensions */ glewExperimental = GL_TRUE; glewInit(); /* The following code is for error checking. * If OpenGL has initialised properly, this should print 1. * Remove it in production code. */ GLuint vertex_buffer; glGenBuffers(1, &vertex_buffer); printf("%u\n", vertex_buffer); /* Error checking ends here */ /* Main Loop */ SDL_Event window_event; while(1) { if (SDL_PollEvent(&window_event)) { if (window_event.type == SDL_QUIT) { /* If user is exiting the application */ break; } } /* Swap the front and back buffer for flicker-free rendering */ SDL_GL_SwapWindow(window); } /* Freeing Memory */ glDeleteBuffers(1, &vertex_buffer); SDL_GL_DeleteContext(gl_context); SDL_Quit(); return 0;} Manual OpenGL setup on WindowsFull example code included at the endWindows components for OpenGLWGLWGL (can be pronounced wiggle) stands for "Windows-GL", as in "an interface between Windows and OpenGL" - a set of functions from the Windows API to communicate with OpenGL. WGL functions have a wgl prefix and its tokens have a WGL_ prefix.Default OpenGL version supported on Microsoft systems isOpenGL Programming in Java: JOGL: Lecture 1: OpenGL
Page 18 of 23:CUDA: FluidMark 1080pPage 1: Can GeForce GTX Titan Handle Professional Workloads?Page 2: DirectX: AutoCAD 2013, 2DPage 3: DirectX: AutoCAD 2013, 3DPage 4: OpenGL: Maya 2013Page 5: OpenGL: Maya 2013, ContinuedPage 6: OpenGL: CATIA And EnSightPage 7: OpenGL: LightWave And MayaPage 8: OpenGL: Pro/ENGINEER And SolidWorksPage 9: OpenGL: TcVis And NXPage 10: OpenGL: Unigine HeavenPage 11: OpenGL: Unigine SanctuaryPage 12: OpenGL: Unigine TropicsPage 13: OpenGL: PostFX And TessMarkPage 14: DirectX: Autodesk InventorPage 15: CUDA: 3ds Max + iray RendererPage 16: CUDA: BlenderPage 17: CUDA: OctanePage 18: CUDA: FluidMark 1080pPage 19: OpenCL: Bitmining, LuxMark, And ratGPUPage 20: OpenCL: Computational OperationsPage 21: OpenCL: Image ProcessingPage 22: OpenCL: Video ProcessingPage 23: GeForce GTX Titan: Fast, But Not A Workstation CardCUDA: FluidMark 1080pThe GeForce GTX Titan and 680 graphics cards post impressive numbers, while, interestingly, Nvidia's GeForce GTX 580 barely manages to beat the CPU.Stay On the Cutting Edge: Get the Tom's Hardware NewsletterGet Tom's Hardware's best news and in-depth reviews, straight to your inbox.k1114Why are there not workstation cards in the graphs?Replybit_userThanks for all the juicy new benchmarks!BTW, I'm hoping the OpenCL benchmarks all make it to the GPU Charts. I'd like to know how the HD 7870 stacks up, at least. Being a new owner of one, I'm pleased at the showing made by the other Radeons. I had expected Titan to better on OpenCL, based on all the hype.Replybit_userk1114Why are there not workstation cards in the graphs?Because it would be pointless. They use the same GPUs, but clocked lower and with ECC memory.The whole point of Titan was to make a consumer card based on the Tesla GPU. I don't think AMD has a separate GPU for their workstation or "SKY" cards.ReplycrakocaineTheres something weird with your ratGPU gpu rendering openCL test results. you say lower is better in secondsOpenGL 3 on Windows 7 - OpenGL - Khronos Forums
OpenCL 1.2 - CL_DEVICE_TYPE: GPU - CL_DEVICE_VENDOR_ID: 0x8086 - CL_DEVICE_MAX_COMPUTE_UNITS: 20 - CL_DEVICE_MAX_CLOCK_FREQUENCY: 1250MHz - CL_DEVICE_ADDRESS_BITS: 64 - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 358400KB - CL_DEVICE_GLOBAL_MEM_SIZE: 1400MB - CL_DEVICE_MAX_PARAMETER_SIZE: 1024 - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 64 Bytes - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 2048KB - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO - CL_DEVICE_LOCAL_MEM_TYPE: Local (scratchpad) - CL_DEVICE_LOCAL_MEM_SIZE: 64KB - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 64KB - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3 - CL_DEVICE_MAX_WORK_ITEM_SIZES: [512 ; 512 ; 512] - CL_DEVICE_MAX_WORK_GROUP_SIZE: 512 - CL_EXEC_NATIVE_KERNEL: 1493440 - CL_DEVICE_IMAGE_SUPPORT: YES - CL_DEVICE_MAX_READ_IMAGE_ARGS: 128 - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 8 - CL_DEVICE_IMAGE2D_MAX_WIDTH: 16384 - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 16384 - CL_DEVICE_IMAGE3D_MAX_WIDTH: 2048 - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 2048 - CL_DEVICE_IMAGE3D_MAX_DEPTH: 2048 - CL_DEVICE_MAX_SAMPLERS: 16 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 0 - CL_DEVICE_EXTENSIONS: 25 - Extensions: - cl_intel_accelerator - cl_intel_advanced_motion_estimation - cl_intel_ctz - cl_intel_d3d11_nv12_media_sharing - cl_intel_dx9_media_sharing - cl_intel_motion_estimation - cl_intel_simultaneous_sharing - cl_intel_subgroups - cl_khr_3d_image_writes - cl_khr_byte_addressable_store - cl_khr_d3d10_sharing - cl_khr_d3d11_sharing - cl_khr_depth_images - cl_khr_dx9_media_sharing - cl_khr_gl_depth_images - cl_khr_gl_event - cl_khr_gl_msaa_sharing - cl_khr_gl_sharing - cl_khr_global_int32_base_atomics - cl_khr_global_int32_extended_atomics - cl_khr_icd - cl_khr_image2d_from_buffer - cl_khr_local_int32_base_atomics - cl_khr_local_int32_extended_atomics - cl_khr_spirsource | via Related posts:Intel HD Graphics Driver v10.18.10.3345 Available for Windows, New OpenGL 4.1 / 4.2 / 4.3 ExtensionsIntel HD Graphics Drivers v10.18.10.3960, New OpenGL ExtensionsIntel HD Graphics Drivers v10.18.10.3621 with one new OpenGL ExtensionIntel HD Graphics Driver v9.18.10.3071 Available for Windows, New OpenGL Extensions and OpenCL 1.2 SupportIntel HD Graphics Driver v2770 Available for Windows 8, New OpenGL Extensions « GPU Shark 0.9.3 Released (with VRAM Vendor for NVIDIA GPUs) NVIDIA GeForce GTX 960 Launched » 2 thoughts on “Intel HD Graphics Drivers v10.18.14.4080, New OpenGL and. OpenGL version. 1 post Page 1 of 1. sarandev Posts: 3 Joined: Sat . OpenGL version. Fri 5:32 am . Hey, what version of OpenGL is supported by Contents 1 Introduction1 1.1 Formatting of the OpenGL Specification .1 1.1.1 .1 1.1.2 .1 1.2 What is the OpenGL Graphics System? .2 1.2.1 Programmer’s View of OpenGL .2 1.2.2 Implementor’s View of OpenGL .2 1.2.3 Our View .3
OpenGL 4.5 Download - 3 by Dark_Photon - OpenGL - Khronos
Into Eclipse and rebuild for Android later. The Mali Linux SDK actually comes with Microsoft Visual Studio project files, and you can build and run the samples for Windows if you have the Mali OpenGL ES Emulator installed. I decided to migrate my project to Visual Studio 2015 so that I could design and debug it on the desktop more easily, though I could have also chosen to use Linux-based tools, as the Mali OpenGL ES Emulator provides a Linux version too.The installation procedure is quite straightforward. There are two flavours of the Mali OpenGL ES Emulator to download – 32bit or 64bit – and you’ll need to install the version corresponding to your build target, i.e. whether you’re compiling for 32bit or 64bit. You can, of course, install both if you’re building for both architectures, but beware of mixing up the ”bitness” – if your app is compiled for 64bit but tries to load the 32bit emulator DLLs, it may crash.Once installed, configure your project to search for headers within the “include” directory inside the Mali OpenGL ES Emulator’s installation folder – e.g. for the 64bit version on Windows, for me it was C:\Program Files\ARM\Mali Developer Tools\Mali OpenGL ES Emulator 2.2.1\include (see Figure 1). This folder contains header files for EGL and OpenGL ES 2 and 3 as well as their extensions.Figure 1: Setting additional include directories in Visual Studio. Note the semicolon is used to add multiple directories.Additionally, configure your project to add the installation folder to your list of linker search directories, so it can link against the wrapper libraries (see Figure 2):Figure 2: Setting additional library directories in Visual Studio.Once you’ve done this, you’re pretty much ready to go. On Windows, the Mali OpenGL ES Emulator installer sets your system’s PATH environment variables so that your compiled application will find the OpenGL ES libraries correctly at runtime. You can now begin writing code as if it were for a mobile GPU by including the OpenGL ES headers in your source code, and calling OpenGL ES functions as normal.Figure 3 shows a screenshot of the Mali OpenGL ES emulator in action, showing a simple 3D scene from one of my work-in-progress code samples. The code sample has some glue code to give me a Windows GUI window, but the rendering context and draw calls are all EGL and OpenGL ES – wrapped seamlessly to desktop OpenGL by the Mali OpenGL ES Emulator:Figure 3: A simple 3D scene being rendered in OpenGL ES using the Mali OpenGL ES EmulatorIn addition to being able to use the powerful Visual Studio debugger for my C++ code, a major benefit of the OpenGL ES Emulator is that I can stack desktopMcNopper/OpenGL: OpenGL 3 and 4 with GLSL - GitHub
Improvements in performance. Some important versions include:OpenGL 1.x: This is the original version that introduced basic 2D and 3D rendering capabilities. It relied on fixed-function pipelines, meaning developers had to rely on predefined behaviors for rendering, like lighting and shading.OpenGL 2.x: Introduced in 2004, this version brought in the programmable pipeline, allowing developers to write their own shaders (small programs that run on the GPU) for more customized rendering.OpenGL 3.x: Launched in 2008, it deprecated a lot of the older, fixed-function pipeline functions and introduced new features that made it easier to write high-performance code.OpenGL 4.x: Released in 2010, this version introduced features such as tessellation shaders, enhanced rendering techniques, and better support for modern GPUs.OpenGL 4.6: The latest version (as of 2024), OpenGL 4.6, was released in 2017 and provides a wide range of advanced features like support for SPIR-V (a shader compilation intermediate language), enhanced texture management, and improved performance optimizations.Each new version of OpenGL builds on the previous one, offering more powerful tools for developers to use in their graphics rendering tasks.How to Install OpenGLInstalling OpenGL largely depends on your operating system and hardware, but here’s a basic guide on how to get OpenGL running on different platforms:WindowsInstall Graphics Drivers: OpenGL comes bundled with your GPU’s driver software. Make sure you have the latest drivers installed from the GPU manufacturer’s website (NVIDIA, AMD, or Intel). These drivers automatically include OpenGL support.Install Development Libraries: To develop applications using OpenGL, you’ll need to install additional libraries such as GLFW or GLUT. These provide windowing support and input handling.Set Up Development Environment: You can use development environments like Visual Studio. Make sure to include necessary libraries and link them to your project to use OpenGL functions.macOSInstall Xcode: Xcode is the development environment on macOS, and it includes OpenGL support. However, Apple has deprecated OpenGL in favor of Metal, so you may need to install older versions or use libraries that support OpenGL.Use Brew: You can also install additional OpenGL utilities via Homebrew using the following command: brew install glfwLinuxInstall Graphics Drivers: For Linux users, OpenGL support is included in most. OpenGL version. 1 post Page 1 of 1. sarandev Posts: 3 Joined: Sat . OpenGL version. Fri 5:32 am . Hey, what version of OpenGL is supported byOpenGL 1.2 Download - 3 by mikael_aronsson - OpenGL: Basic
OpenGL 1.x is ancient and unless you're targeting very old hardware for some retro project, you wouldn't use it, but the link you provided says it could run ImGui.Also SDL1 seems completely irrelevant? Yup, it seems it could work for both SDL1 and OpenGL 1.x, it's just a matter of writing a custom backend. Per README:"Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles."The backends don't seem all that complicated. Here's the OpenGL 2 implementation: - should be backportable to OpenGL 1.x.I'm pretty sure that if someone was crazy enough, they could even write a ncurses backend for it. Rejecting 50% of the functionality for sure, but most of the UIs I've seen done with Dear ImGui were simple enough that they could be translated to terminal display almost 1:1.I actually love this kind of design, where the dependency on IO particulars is neatly separated out. I don't see much in terms of automated testing in the repo, but I imagine feature-level tests should be easy to add with such design: just have a backend that lets the test drive input, and consume callbacks and rendering commands. Thanks, fixed.@dang, is there any reason URL parser should consider a trailing semicolon to be a part of the URL? Or maybe HN needs some form of minimal markup or escaping syntax for URLs? Or atComments
4.3)GL_ARB_arrays_of_arrays (OpenGL 4.3)GL_ARB_texture_query_levels (OpenGL 4.3)GL_ARB_invalidate_subdata (OpenGL 4.3)GL_ARB_clear_buffer_object (OpenGL 4.3)GL_ARB_texture_mirror_clamp_to_edge (OpenGL 4.4)GL_INTEL_map_textureGL_ARB_texture_compression_bptc (OpenGL 4.2)GL_ARB_ES2_compatibility (OpenGL 4.1)GL_ARB_ES3_compatibility (OpenGL 4.3)GL_ARB_robustness (OpenGL 4.1)GL_ARB_robust_buffer_access_behavior (OpenGL 4.3)GL_EXT_texture_sRGB_decodeGL_ARB_copy_image (OpenGL 4.3)GL_KHR_blend_equation_advanced (OpenGL 4.5)GL_EXT_direct_state_accessGL_ARB_stencil_texturing (OpenGL 4.3)GL_ARB_texture_stencil8 (OpenGL 4.4)GL_ARB_explicit_uniform_location (OpenGL 4.3)WGL_EXT_depth_floatWGL_ARB_buffer_regionWGL_ARB_extensions_stringWGL_ARB_make_current_readWGL_ARB_pixel_formatWGL_ARB_pbufferWGL_EXT_extensions_stringWGL_EXT_swap_control (Requires OpenGL 1.2)WGL_EXT_swap_control_tearWGL_ARB_multisampleWGL_ARB_pixel_format_floatWGL_ARB_framebuffer_sRGB (OpenGL 2.0)WGL_ARB_create_context (OpenGL 3.0)WGL_ARB_create_context_profileWGL_EXT_pixel_format_packed_float (OpenGL 2.0)WGL_EXT_create_context_es_profileWGL_EXT_create_context_es2_profileWGL_NV_DX_interopWGL_ARB_create_context_robustness (OpenGL 4.1)Here is the OpenCL report from GPU Caps Viewer:- Num OpenCL platforms: 1- CL_PLATFORM_NAME: Intel(R) OpenCL- CL_PLATFORM_VENDOR: Intel(R) Corporation- CL_PLATFORM_VERSION: OpenCL 1.2 - CL_PLATFORM_PROFILE: FULL_PROFILE- Num devices: 2 - CL_DEVICE_NAME: Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz - CL_DEVICE_VENDOR: Intel(R) Corporation - CL_DRIVER_VERSION: 4.2.0.148 - CL_DEVICE_PROFILE: FULL_PROFILE - CL_DEVICE_VERSION: OpenCL 1.2 (Build 148) - CL_DEVICE_TYPE: CPU - CL_DEVICE_VENDOR_ID: 0x8086 - CL_DEVICE_MAX_COMPUTE_UNITS: 4 - CL_DEVICE_MAX_CLOCK_FREQUENCY: 3400MHz - CL_DEVICE_ADDRESS_BITS: 32 - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 524256KB - CL_DEVICE_GLOBAL_MEM_SIZE: 2047MB - CL_DEVICE_MAX_PARAMETER_SIZE: 3840 - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 64 Bytes - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 256KB - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO - CL_DEVICE_LOCAL_MEM_TYPE: Global - CL_DEVICE_LOCAL_MEM_SIZE: 32KB - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 128KB - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3 - CL_DEVICE_MAX_WORK_ITEM_SIZES: [8192 ; 8192 ; 8192] - CL_DEVICE_MAX_WORK_GROUP_SIZE: 8192 - CL_EXEC_NATIVE_KERNEL: 1493444 - CL_DEVICE_IMAGE_SUPPORT: YES - CL_DEVICE_MAX_READ_IMAGE_ARGS: 480 - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 480 - CL_DEVICE_IMAGE2D_MAX_WIDTH: 16384 - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 16384 - CL_DEVICE_IMAGE3D_MAX_WIDTH: 2048 - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 2048 - CL_DEVICE_IMAGE3D_MAX_DEPTH: 2048 - CL_DEVICE_MAX_SAMPLERS: 480 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 1 - CL_DEVICE_EXTENSIONS: 15 - Extensions: - cl_khr_icd - cl_khr_global_int32_base_atomics - cl_khr_global_int32_extended_atomics - cl_khr_local_int32_base_atomics - cl_khr_local_int32_extended_atomics - cl_khr_byte_addressable_store - cl_khr_spir - cl_intel_exec_by_local_thread - cl_khr_depth_images - cl_khr_3d_image_writes - cl_khr_fp64 - cl_intel_dx9_media_sharing - cl_khr_dx9_media_sharing - cl_khr_d3d11_sharing - cl_khr_gl_sharing - CL_DEVICE_NAME: Intel(R) HD Graphics 4600 - CL_DEVICE_VENDOR: Intel(R) Corporation - CL_DRIVER_VERSION: 10.18.14.4080 - CL_DEVICE_PROFILE: FULL_PROFILE - CL_DEVICE_VERSION:
2025-04-04Muestra información útil sobre el acelerador 3D OpenGL actual Inicio Ajuste del Sistema GLview - OpenGL Extension Viewer 7.3.5 Versión Previas Navegar por EmpresaAdobe, Apowersoft, Ashampoo, Autodesk, Avast, Corel, Cyberlink, Google, iMyFone, iTop, Movavi, PassFab, Passper, Stardock, Tenorshare, Wargaming, Wondershare Patrocinado 27 de febrero de 2025 - 29.5 MB - Gratis Revisar Imágenes Version. Previas GLview - OpenGL Extension Viewer 7.3.5 Fecha Publicado: 27 feb.. 2025 (hace 2 semanas) GLview - OpenGL Extension Viewer 7.3.4 Fecha Publicado: 30 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.3.3 Fecha Publicado: 26 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.3.2 Fecha Publicado: 19 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.3.1 Fecha Publicado: 15 ene.. 2025 (hace 1 mes) GLview - OpenGL Extension Viewer 7.2.9 Fecha Publicado: 13 dic.. 2024 (hace 3 meses) GLview - OpenGL Extension Viewer 7.2.8 Fecha Publicado: 08 nov.. 2024 (hace 4 meses) GLview - OpenGL Extension Viewer 7.2.7 Fecha Publicado: 02 nov.. 2024 (hace 4 meses) GLview - OpenGL Extension Viewer 7.2.5 Fecha Publicado: 04 sept.. 2024 (hace 6 meses) GLview - OpenGL Extension Viewer 7.2.3 Fecha Publicado: 15 ago.. 2024 (hace 7 meses) GLview - OpenGL Extension Viewer 7.2.2 Fecha Publicado: 11 jul.. 2024 (hace 8 meses) GLview - OpenGL Extension Viewer 7.2.0 Fecha Publicado: 06 jun.. 2024 (hace 9 meses) GLview - OpenGL Extension Viewer 7.1.0 Fecha Publicado: 16 may.. 2024 (hace 10 meses) GLview - OpenGL Extension Viewer 7.0.11 Fecha Publicado: 09 may.. 2024 (hace 10 meses) OpenGL Extension Viewer 6.4.10 Fecha Publicado: 29 ene.. 2024 (hace 1 año) OpenGL Extension Viewer 6.4.9 Fecha Publicado: 11 dic.. 2023 (hace 1 año) OpenGL Extension Viewer 6.4.4 Fecha Publicado: 10 nov.. 2023 (hace 1 año) OpenGL Extension Viewer 6.4.3 Fecha Publicado: 16 sept.. 2023 (hace 1 año) OpenGL Extension Viewer 6.4.0 Fecha Publicado: 16 jun.. 2023 (hace 1 año) OpenGL Extension Viewer 6.3.8 Fecha Publicado: 15 nov.. 2022 (hace 2 años) 1 2
2025-04-07Gl3w: Simple OpenGL core profile loadingIntroductiongl3w is the easiest way to get your hands on the functionality offered by theOpenGL core profile specification.Its main part is a simple gl3w_gen.py Python script that downloads theKhronos supported glcorearb.h header and generates gl3w.h and gl3w.c from it.Those files can then be added and linked (statically or dynamically) into yourproject.Requirementsgl3w_gen.py requires Python version 2.7 or newer.It is also compatible with Python 3.x.ExampleHere is a simple example of using gl3w with glut. Note that GL/gl3w.h must beincluded before any other OpenGL related headers:#include #include #include // ...int main(int argc, char **argv){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowSize(width, height); glutCreateWindow("cookie"); glutReshapeFunc(reshape); glutDisplayFunc(display); glutKeyboardFunc(keyboard); glutSpecialFunc(special); glutMouseFunc(mouse); glutMotionFunc(motion); if (gl3wInit()) { fprintf(stderr, "failed to initialize OpenGL\n"); return -1; } if (!gl3wIsSupported(3, 2)) { fprintf(stderr, "OpenGL 3.2 not supported\n"); return -1; } printf("OpenGL %s, GLSL %s\n", glGetString(GL_VERSION), glGetString(GL_SHADING_LANGUAGE_VERSION)); // ... glutMainLoop(); return 0;}API ReferenceThe gl3w API consists of just three functions:int gl3wInit(void)Initializes the library. Should be called once after an OpenGL context hasbeen created. Returns 0 when gl3w was initialized successfully,non-zero if there was an error.int gl3wIsSupported(int major, int minor)Returns 1 when OpenGL core profile version major.minor is availableand 0 otherwise.GL3WglProc gl3wGetProcAddress(const char *proc)Returns the address of an OpenGL extension function. Generally, you won'tneed to use it since gl3w loads all functions defined in the OpenGL coreprofile on initialization. It allows you to load OpenGL extensions outsideof the core profile.OptionsThe generator script optionally takes the arguments:--ext to include the GL Extensions in output header.--root=outputdir to set the
2025-04-20GlUseProgram(program); glDrawArrays(GL_TRIANGLES, 0, 3);}Application::~Application(){ glDeleteVertexArrays(1, &vao); glDeleteProgram(program);} Now we only need to call update over and over again(if you want something to move)Implement in your objective-c class-(void) drawLoop:(NSTimer*) timer{if(shouldStop){ [self close]; return;}if([self isVisible]){ appInstance->update(); [glView update]; [[glView openGLContext] flushBuffer];}} And add the this method in the implementation of your objective-c class:- (void)applicationDidFinishLaunching:(NSNotification *)notification { [NSTimer scheduledTimerWithTimeInterval:0.000001 target:self selector:@selector(drawLoop:) userInfo:nil repeats:YES];} this will call the update function of your c++ class over and over again(each 0.000001 seconds to be precise)To finish up we close the window when the close button is pressed:- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication{ return YES;}- (void)applicationWillTerminate:(NSNotification *)aNotification{ shouldStop = YES;} Congratulations, now you have a awesome window with a OpenGL triangle without any third party frameworks. Cross Platform OpenGL context creation (using SDL2)Creating a Window with OpenGL context (extension loading through GLEW):#define GLEW_STATIC#include #include int main(int argc, char* argv[]){ SDL_Init(SDL_INIT_VIDEO); /* Initialises Video Subsystem in SDL */ /* Setting up OpenGL version and profile details for context creation */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); /* A 800x600 window. Pretty! */ SDL_Window* window = SDL_CreateWindow ( "SDL Context", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 800, 600, SDL_WINDOW_OPENGL ); /* Creating OpenGL Context */ SDL_GLContext gl_context = SDL_GL_CreateContext(window); /* Loading Extensions */ glewExperimental = GL_TRUE; glewInit(); /* The following code is for error checking. * If OpenGL has initialised properly, this should print 1. * Remove it in production code. */ GLuint vertex_buffer; glGenBuffers(1, &vertex_buffer); printf("%u\n", vertex_buffer); /* Error checking ends here */ /* Main Loop */ SDL_Event window_event; while(1) { if (SDL_PollEvent(&window_event)) { if (window_event.type == SDL_QUIT) { /* If user is exiting the application */ break; } } /* Swap the front and back buffer for flicker-free rendering */ SDL_GL_SwapWindow(window); } /* Freeing Memory */ glDeleteBuffers(1, &vertex_buffer); SDL_GL_DeleteContext(gl_context); SDL_Quit(); return 0;} Manual OpenGL setup on WindowsFull example code included at the endWindows components for OpenGLWGLWGL (can be pronounced wiggle) stands for "Windows-GL", as in "an interface between Windows and OpenGL" - a set of functions from the Windows API to communicate with OpenGL. WGL functions have a wgl prefix and its tokens have a WGL_ prefix.Default OpenGL version supported on Microsoft systems is
2025-03-29OpenCL 1.2 - CL_DEVICE_TYPE: GPU - CL_DEVICE_VENDOR_ID: 0x8086 - CL_DEVICE_MAX_COMPUTE_UNITS: 20 - CL_DEVICE_MAX_CLOCK_FREQUENCY: 1250MHz - CL_DEVICE_ADDRESS_BITS: 64 - CL_DEVICE_MAX_MEM_ALLOC_SIZE: 358400KB - CL_DEVICE_GLOBAL_MEM_SIZE: 1400MB - CL_DEVICE_MAX_PARAMETER_SIZE: 1024 - CL_DEVICE_GLOBAL_MEM_CACHELINE_SIZE: 64 Bytes - CL_DEVICE_GLOBAL_MEM_CACHE_SIZE: 2048KB - CL_DEVICE_ERROR_CORRECTION_SUPPORT: NO - CL_DEVICE_LOCAL_MEM_TYPE: Local (scratchpad) - CL_DEVICE_LOCAL_MEM_SIZE: 64KB - CL_DEVICE_MAX_CONSTANT_BUFFER_SIZE: 64KB - CL_DEVICE_MAX_WORK_ITEM_DIMENSIONS: 3 - CL_DEVICE_MAX_WORK_ITEM_SIZES: [512 ; 512 ; 512] - CL_DEVICE_MAX_WORK_GROUP_SIZE: 512 - CL_EXEC_NATIVE_KERNEL: 1493440 - CL_DEVICE_IMAGE_SUPPORT: YES - CL_DEVICE_MAX_READ_IMAGE_ARGS: 128 - CL_DEVICE_MAX_WRITE_IMAGE_ARGS: 8 - CL_DEVICE_IMAGE2D_MAX_WIDTH: 16384 - CL_DEVICE_IMAGE2D_MAX_HEIGHT: 16384 - CL_DEVICE_IMAGE3D_MAX_WIDTH: 2048 - CL_DEVICE_IMAGE3D_MAX_HEIGHT: 2048 - CL_DEVICE_IMAGE3D_MAX_DEPTH: 2048 - CL_DEVICE_MAX_SAMPLERS: 16 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_CHAR: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_SHORT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_INT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_LONG: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_FLOAT: 1 - CL_DEVICE_PREFERRED_VECTOR_WIDTH_DOUBLE: 0 - CL_DEVICE_EXTENSIONS: 25 - Extensions: - cl_intel_accelerator - cl_intel_advanced_motion_estimation - cl_intel_ctz - cl_intel_d3d11_nv12_media_sharing - cl_intel_dx9_media_sharing - cl_intel_motion_estimation - cl_intel_simultaneous_sharing - cl_intel_subgroups - cl_khr_3d_image_writes - cl_khr_byte_addressable_store - cl_khr_d3d10_sharing - cl_khr_d3d11_sharing - cl_khr_depth_images - cl_khr_dx9_media_sharing - cl_khr_gl_depth_images - cl_khr_gl_event - cl_khr_gl_msaa_sharing - cl_khr_gl_sharing - cl_khr_global_int32_base_atomics - cl_khr_global_int32_extended_atomics - cl_khr_icd - cl_khr_image2d_from_buffer - cl_khr_local_int32_base_atomics - cl_khr_local_int32_extended_atomics - cl_khr_spirsource | via Related posts:Intel HD Graphics Driver v10.18.10.3345 Available for Windows, New OpenGL 4.1 / 4.2 / 4.3 ExtensionsIntel HD Graphics Drivers v10.18.10.3960, New OpenGL ExtensionsIntel HD Graphics Drivers v10.18.10.3621 with one new OpenGL ExtensionIntel HD Graphics Driver v9.18.10.3071 Available for Windows, New OpenGL Extensions and OpenCL 1.2 SupportIntel HD Graphics Driver v2770 Available for Windows 8, New OpenGL Extensions « GPU Shark 0.9.3 Released (with VRAM Vendor for NVIDIA GPUs) NVIDIA GeForce GTX 960 Launched » 2 thoughts on “Intel HD Graphics Drivers v10.18.14.4080, New OpenGL and
2025-04-08Into Eclipse and rebuild for Android later. The Mali Linux SDK actually comes with Microsoft Visual Studio project files, and you can build and run the samples for Windows if you have the Mali OpenGL ES Emulator installed. I decided to migrate my project to Visual Studio 2015 so that I could design and debug it on the desktop more easily, though I could have also chosen to use Linux-based tools, as the Mali OpenGL ES Emulator provides a Linux version too.The installation procedure is quite straightforward. There are two flavours of the Mali OpenGL ES Emulator to download – 32bit or 64bit – and you’ll need to install the version corresponding to your build target, i.e. whether you’re compiling for 32bit or 64bit. You can, of course, install both if you’re building for both architectures, but beware of mixing up the ”bitness” – if your app is compiled for 64bit but tries to load the 32bit emulator DLLs, it may crash.Once installed, configure your project to search for headers within the “include” directory inside the Mali OpenGL ES Emulator’s installation folder – e.g. for the 64bit version on Windows, for me it was C:\Program Files\ARM\Mali Developer Tools\Mali OpenGL ES Emulator 2.2.1\include (see Figure 1). This folder contains header files for EGL and OpenGL ES 2 and 3 as well as their extensions.Figure 1: Setting additional include directories in Visual Studio. Note the semicolon is used to add multiple directories.Additionally, configure your project to add the installation folder to your list of linker search directories, so it can link against the wrapper libraries (see Figure 2):Figure 2: Setting additional library directories in Visual Studio.Once you’ve done this, you’re pretty much ready to go. On Windows, the Mali OpenGL ES Emulator installer sets your system’s PATH environment variables so that your compiled application will find the OpenGL ES libraries correctly at runtime. You can now begin writing code as if it were for a mobile GPU by including the OpenGL ES headers in your source code, and calling OpenGL ES functions as normal.Figure 3 shows a screenshot of the Mali OpenGL ES emulator in action, showing a simple 3D scene from one of my work-in-progress code samples. The code sample has some glue code to give me a Windows GUI window, but the rendering context and draw calls are all EGL and OpenGL ES – wrapped seamlessly to desktop OpenGL by the Mali OpenGL ES Emulator:Figure 3: A simple 3D scene being rendered in OpenGL ES using the Mali OpenGL ES EmulatorIn addition to being able to use the powerful Visual Studio debugger for my C++ code, a major benefit of the OpenGL ES Emulator is that I can stack desktop
2025-04-07