It was a very good thing.īut till OpenGL 3.0, you could still rely on fixed functionality even in shaders. With OpenGL 2.0 shaders came, allowing programmer to replace some of the fixed functionality and rewrite it the way he wanted. (like working with matrices, transforming vertices and so on), but it didn't offer much space to do some very specific stuff. In old OpenGL (before 2.0 version), most functionality has been FIXED into OpenGL, having it easier for programmers to do simple tasks Slowly and step-by-step you will build a good basis to think the new way. But don't get scared, these tutorials will explain stuff This way is little bit moreĭifficult than the way before, now OpenGL relies on you to do many things.
In this series, you will learn how to use OpenGL the new way. July 29th, 2019 - Windows 426.02, Linux 418.52.Welcome to OpenGL 3.3+ tutorials series. GPUs with the new Turing architecture have many new OpenGL extensions giving developers access to new features. įor any bugs or issues, please file a bug through the developer website:
The OpenGL 4.6 specifications can be downloaded from.
NVIDIA provides full OpenGL 4.6 support and functionality on NVIDIA GeForce and Quadro graphics card with one of the following Turing, Volta, Pascal, Maxwell (first or second generation) or Kepler based GPUs:
Windows driver version 426.02 and Linux driver version 418.52.18 provide new features for OpenGL developers to test their upcoming OpenGL applications.
OpenGL 4.6 support is available for Windows and Linux in our general release drivers available here: This page provides links to both general release drivers that support OpenGL 4.6, and developer beta drivers that support upcoming OpenGL features.