This topic is now archived and is closed to further replies.


This topic is 5914 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Where can I download OpenGL SDK??? I´ve been on but cannot find it there. Thx.

Share this post

Link to post
Share on other sites
What are you after? If you tell us what particular aspect you are looking for, then maybe we can help!

Share this post

Link to post
Share on other sites
Perhaps you were confused.

When we say "OpenGL SDK" we are talking about a software delelopment _KIT_. The kit is a set of header files and libraries. I believe that you were after an OpenGL IDE.

Share this post

Link to post
Share on other sites
Actually I´m looking for a "newer version" version of opengl32.lib because the current opengl32.lib - file(Im using) generates a error thats its a bad OMF record(I´ve linked the liberies right). Im using Borland Builder to compile and on their hompage thay say that I need to get the OpenGL SDK in order to get my program to work.

Share this post

Link to post
Share on other sites
Newer versions of opengl32.dll are provided by the driver guys. So if you have an Nvidia card, go to there site and get the newest drivers. Same goes for ATI or any other card.

You can also get the Nvidia OpenGL SDK from It can be pretty handy.

Can you tell I'm pretty Nvidia biased?


Edited by - Screaming Lunatic on October 26, 2001 3:11:38 AM

Share this post

Link to post
Share on other sites
I''ve run into this problem before - basically, the library is in a slightly different form to that which the Borland compiler expects. If you have the Borland command line tools you can try either:

Implib opengl32.lib windows/system/opengl32.dll

to generate a compatible library straight from the dll


Coff2omf (I''m not sure exactly how you use this program)

to fix the lib file.

Hope that helps

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
this OpenGL SDK ?
(for loading extensions)

Share this post

Link to post
Share on other sites
Here''s something.

I have OpenGL v1.1 for DevC++, but I can''t find v1.2 anywhere. The newer v1.3 would be nice, but when in the world is it coming out to Windows systems for MingW32?

Share this post

Link to post
Share on other sites
Yes same here. I cannot find v1.2 or 1.3

Also does anyone know if vertex and pixel shaders are included in any of these versions, or I would still need to use extensions?

Share this post

Link to post
Share on other sites
1.3 is still a specification.
No code has been released for ogl 1.3

There is no W32 1.2 header files+libs.

M$ only released the 1.1 opengl32.dll.

To get ogl 1.2 I think you need to access your dlls stright from your code without the libs.


I came, I saw, I got programmers block.

Share this post

Link to post
Share on other sites
check the version string glGetString( GL_VERSION ) if it saiz opengl1.2 then u should have opengl1.2 if u get opengl1.3 u have opengl1.3.
my card nvidia ''vanta'' returns opengl1.3 which means i can do 1.2+1.3 stuff though some of them eg cubemaps are only done in software

Share this post

Link to post
Share on other sites

  • Similar Content

    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
    • By Jonathan2006
      My question: is it possible to transform multiple angular velocities so that they can be reinserted as one? My research is below:
      // This works quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); quat quaternion2 = GEMultiplyQuaternions(quaternion1, GEQuaternionFromAngleRadians(angleRadiansVector2)); quat quaternion3 = GEMultiplyQuaternions(quaternion2, GEQuaternionFromAngleRadians(angleRadiansVector3)); glMultMatrixf(GEMat4FromQuaternion(quaternion3).array); // The first two work fine but not the third. Why? quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); vec3 vector1 = GETransformQuaternionAndVector(quaternion1, angularVelocity1); quat quaternion2 = GEQuaternionFromAngleRadians(angleRadiansVector2); vec3 vector2 = GETransformQuaternionAndVector(quaternion2, angularVelocity2); // This doesn't work //quat quaternion3 = GEQuaternionFromAngleRadians(angleRadiansVector3); //vec3 vector3 = GETransformQuaternionAndVector(quaternion3, angularVelocity3); vec3 angleVelocity = GEAddVectors(vector1, vector2); // Does not work: vec3 angleVelocity = GEAddVectors(vector1, GEAddVectors(vector2, vector3)); static vec3 angleRadiansVector; vec3 angularAcceleration = GESetVector(0.0, 0.0, 0.0); // Sending it through one angular velocity later in my motion engine angleVelocity = GEAddVectors(angleVelocity, GEMultiplyVectorAndScalar(angularAcceleration, timeStep)); angleRadiansVector = GEAddVectors(angleRadiansVector, GEMultiplyVectorAndScalar(angleVelocity, timeStep)); glMultMatrixf(GEMat4FromEulerAngle(angleRadiansVector).array); Also how do I combine multiple angularAcceleration variables? Is there an easier way to transform the angular values?
    • By dpadam450
      I have this code below in both my vertex and fragment shader, however when I request glGetUniformLocation("Lights[0].diffuse") or "Lights[0].attenuation", it returns -1. It will only give me a valid uniform location if I actually use the diffuse/attenuation variables in the VERTEX shader. Because I use position in the vertex shader, it always returns a valid uniform location. I've read that I can share uniforms across both vertex and fragment, but I'm confused what this is even compiling to if this is the case.
      #define NUM_LIGHTS 2
      struct Light
          vec3 position;
          vec3 diffuse;
          float attenuation;
      uniform Light Lights[NUM_LIGHTS];
    • By pr033r
      I have a Bachelor project on topic "Implenet 3D Boid's algorithm in OpenGL". All OpenGL issues works fine for me, all rendering etc. But when I started implement the boid's algorithm it was getting worse and worse. I read article ( inspirate from another code (here: but it still doesn't work like in tutorials and videos. For example the main problem: when I apply Cohesion (one of three main laws of boids) it makes some "cycling knot". Second, when some flock touch to another it scary change the coordination or respawn in origin (x: 0, y:0. z:0). Just some streng things. 
      I followed many tutorials, change a try everything but it isn't so smooth, without lags like in another videos. I really need your help. 
      My code (optimalizing branch):
      Exe file (if you want to look) and models folder (for those who will download the sources):
      Thanks for any help...

    • By Andrija
      I am currently trying to implement shadow mapping into my project , but although i can render my depth map to the screen and it looks okay , when i sample it with shadowCoords there is no shadow.
      Here is my light space matrix calculation
      mat4x4 lightViewMatrix; vec3 sun_pos = {SUN_OFFSET * the_sun->direction[0], SUN_OFFSET * the_sun->direction[1], SUN_OFFSET * the_sun->direction[2]}; mat4x4_look_at(lightViewMatrix,sun_pos,player->pos,up); mat4x4_mul(lightSpaceMatrix,lightProjMatrix,lightViewMatrix); I will tweak the values for the size and frustum of the shadow map, but for now i just want to draw shadows around the player position
      the_sun->direction is a normalized vector so i multiply it by a constant to get the position.
      player->pos is the camera position in world space
      the light projection matrix is calculated like this:
      mat4x4_ortho(lightProjMatrix,-SHADOW_FAR,SHADOW_FAR,-SHADOW_FAR,SHADOW_FAR,NEAR,SHADOW_FAR); Shadow vertex shader:
      uniform mat4 light_space_matrix; void main() { gl_Position = light_space_matrix * transfMatrix * vec4(position, 1.0f); } Shadow fragment shader:
      out float fragDepth; void main() { fragDepth = gl_FragCoord.z; } I am using deferred rendering so i have all my world positions in the g_positions buffer
      My shadow calculation in the deferred fragment shader:
      float get_shadow_fac(vec4 light_space_pos) { vec3 shadow_coords = / light_space_pos.w; shadow_coords = shadow_coords * 0.5 + 0.5; float closest_depth = texture(shadow_map, shadow_coords.xy).r; float current_depth = shadow_coords.z; float shadow_fac = 1.0; if(closest_depth < current_depth) shadow_fac = 0.5; return shadow_fac; } I call the function like this:
      get_shadow_fac(light_space_matrix * vec4(position,1.0)); Where position is the value i got from sampling the g_position buffer
      Here is my depth texture (i know it will produce low quality shadows but i just want to get it working for now):
      sorry because of the compression , the black smudges are trees ...
      EDIT: Depth texture attachment:
  • Popular Now