![moltengl opengl 4.3 core moltengl opengl 4.3 core](https://www.gamegaraj.com/wp-content/uploads/H510-4.png)
This happens across 3 different nvidia GPUs and 2 different OSes (Win7 and OSX, both 64-bit - of course, in OSX we have only the 3.2 context, no 4.2 anyway). Also double-checked that all arguments passed to glDrawArrays() are identical under both GL versions, buffer bindings too. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. I have verified & double-checked that it's only the glDrawArrays() calls failing. OpenGL ( Open Graphics Library 3) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. "if a geometry shader is active and mode is incompatible with " - nope, no geometry shaders as of now. "if a non-zero buffer object name is bound to an enabled array and the buffer object's data store is currently mapped" - I'm not doing any buffer mapping at this point Since I've been studying OpenGL, I've been running into a bit of dilemma: while I have a good video card which supports GL 4.3 (nVidia GTX 550 ti model), my laptop is running off of integrated grap. Every shader must have a version line at its start otherwise, version 110 is assumed, which is incompatible with OpenGL’s core profile versions.
![moltengl opengl 4.3 core moltengl opengl 4.3 core](https://user-images.githubusercontent.com/70044919/127640663-da489d98-eab9-49fd-9dfe-b0361d88be10.png)
(Shaders are always set to #version 150 in both cases but that's beside the point here I suspect.)Īccording to specs, there are only two instances when glDrawArrays() fails with GL_INVALID_OPERATION: The core relates to wanting to use OpenGL’s core profile, which is the profile we use for new application.
#Moltengl opengl 4.3 core update#
The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. What Im wondering is when will Apple finally update the OpenGL drivers, so we can take full advantage of the GPUs Of course its possible to do many things with workarounds, but for example compute shaders are introduced in OpenGL 4.3 IIRC, and Apple currently supports only OpenGL 4.1 with some 4.
![moltengl opengl 4.3 core moltengl opengl 4.3 core](http://www.ozone3d.net/public/jegx/201307/opengl44.jpg)
#Moltengl opengl 4.3 core code#
I have OpenGL rendering code calling glDrawArrays that works flawlessly when the OpenGL context is (automatically / implicitly obtained) 4.2 but fails consistently (GL_INVALID_OPERATION) with an explicitly requested OpenGL core context 3.2. OpenGL OpenGL ( Open Graphics Library 3) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.