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      On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
      This method can be naturally extended to clustered light culling as well.
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      Eric
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      Thanks !
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      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
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OpenGL Is there something equivalent to FEATURE_LEVEL in OpenGL?

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Good afternoon.

 

I'm writing my own engine in Direct3D, but recently I was thinking of using OpenGL. Because my laptop's GPU only supports Direct3D 10.1 and OpenGL 3.1 (hardware), I was using Direct3D 11 (software) with D3D_FEATURE_LEVEL_10_1. So I'm wondering if there's something equivalent to feature levels in OpenGL.

 

I'm sorry for my bad English.

Thanks for reading.

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The OpenGL version available is basically the equivalent. Extensions also allow more granular checking and partial support of higher versions, but basically an OpenGL version guarantees a certain level of support.

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The OpenGL version available is basically the equivalent.

 

So, if I compile it for OpenGL 4.0 there's no way I can run it on a OpenGL 3.0 GPU?

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So, if I compile it for OpenGL 4.0 there's no way I can run it on a OpenGL 3.0 GPU?

It's not a matter of compiling for different versions, it's a matter of only using the functions that were available in a given version.

 

As long as you use only functions available in OpenGL 3.0, your program will run on all versions 3.0 and above.

 


but basically an OpenGL version guarantees a certain level of support

It is worth providing the caveat that it doesn't necessarily suggest anything about the relative performance of the features introduced by a particular version. Bleeding-edge functionality may be present in a particular GPU/driver combination, but implemented sub-optimally (or even emulated in software).

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It is worth providing the caveat that it doesn't necessarily suggest anything about the relative performance of the features introduced by a particular version. Bleeding-edge functionality may be present in a particular GPU/driver combination, but implemented sub-optimally (or even emulated in software).

Sure, but that's descriptive of D3D 11 feature levels as well.

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Yes it is possible, but this feature is platform specific. See glx on linux and wgl on Windows. basically what you need to to is to specify GLX_/WGL/GL_MAJOR/MINOR version values while creating the context.

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If you can create a gl 3.3 context then you can safely assume your card has FL10.
If you can create a gl 4.X context then you can safely assume your card has FL 11.

For FL point release it's more fuzzy, for instance you rely on extension to access 11.3 FL like conservative rasterization.
I have no idea about how stencil masked msaa rendering is supported, it's likely an extension.

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Thanks everyone for your answers.

 

Also:


If you can create a gl 3.3 context then you can safely assume your card has FL10.
If you can create a gl 4.X context then you can safely assume your card has FL 11.

My GPU has support for FEATURE_LEVEL_10_1 in Direct3D but only 3.1 in OpenGL.

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Thanks everyone for your answers.

 

Also:

 

 


If you can create a gl 3.3 context then you can safely assume your card has FL10.
If you can create a gl 4.X context then you can safely assume your card has FL 11.

My GPU has support for FEATURE_LEVEL_10_1 in Direct3D but only 3.1 in OpenGL.

 

Have you updated your videocard drivers?  That might explain it, just a wild guess.

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