Thou that example is pretty horrible to implement in any version of OpenGL :D Unless this is a hobby project, then that truly doesn't matter and your target API should be what best aids the thing you wish to learn (for example multi threaded rendering). Aim for a quality bar that your market will have by then (for example OpenGL XX might be the best for now, but what will it be in 2 years?). Also think about what will be the "likely state of the market" by the time you complete your project.
When you decide on graphics API's to work with, think about your roadmap and what the major bottlenecks will be. Your biggest enemy will be GPU memory consumption and GPU access (this again depends on the level of detail you want to go for). If you have any prior graphics programming knowledge, and your outset is truly a minecraft-like game, you'll want to take advantage of the new features in OpenGL 4.X like direct state access. You can't learn OpenGL and concurrently write a multi-platform rendering engine.
#Is opengl 4.4 still used code
Technically you could write code using just the subset of functionality that is shared across the versions you want to target and only write one set of code, but then you're limiting your access to features that aren't available outside that, and likely limiting performance See chapter 43 of OpenGL Insights for details on writing to a subset of OpenGL that targets multiple platforms.īut seriously, unless you're a funded startup, you should target whatever platform you're currently most comfortable working with and learn the latest / greatest API version for that platform and worry about the rest later. To actually hit each target yourself, you'd need to build an abstraction layer that uses a suitable underlying API for each platform, either OpenGL ES (mobile platforms), OpenGL 4.1 (OSX) or OpenGL 4.5 (everything else). There is no single OpenGL version that will target them all.
#Is opengl 4.4 still used install
I guess you could also install the intel driver and get at least the version that the intel GPU supports.Honestly, if you want to target all those platforms you're better off using an existing engine like Unity or Unreal. The right graphics card, which should result in the right driver being used. If you have something like an Optimus® setup, try running the extension viewer thingy with
#Is opengl 4.4 still used drivers
You mentioned previously that you used an intel integrated GPU and only got OpenGL® 1.1?ĭo you have something like an Optimus® setup?ĭid you, at any point, actually install the drivers for the intel integrated GPU?
What I meant before was, that from your posts, there is no indication that you tried the extension viewer gizzmo before you replaced the opengl32.dll For OpenGL® >1.1 a program loads function pointers through a function in opengl32.dll that in turn loads the driver implementation The whatever extension viewer thingy is supposed to use this functionallity to determine the available OpenGL® features If you mess around with the opengl32.dll of your system, this won’t work When you plug an nvidia graphics card into your computer and install the apropriate drivers, their OpenGL® implementation is placed somewhere else (nvglXX.dll something like that). Under Windows®, there is an opengl32.dll which implements OpenGL® 1.1 over the GDI.