- OpenGL Driver Support
- Release Driver Downloads
- Developer Beta Driver Downloads
- OpenGL Beta Release Notes
- Turing Extensions for OpenGL
- Release Updates
- OpenGL
- Contents
- Installation
- Verification
- Switching between drivers
- Development
- OpenGL Hardware Database
- How to Install OpenGL on Ubuntu Linux
- Как обновить Opengl до 4.4
- Похоже на толсто-троллинг
- Getting Started
- Contents
- Downloading OpenGL
- Windows
- Linux
- macOS
- Writing an OpenGL Application
- Initialization
- OpenGL Context Creation
- Getting Functions
- Using OpenGL
- OpenGL Viewers
- Tutorials and How To Guides
OpenGL Driver Support
This page provides links to both general release drivers that support OpenGL 4.6, and developer beta drivers that support upcoming OpenGL features.
Release Driver Downloads
OpenGL 4.6 support is available for Windows and Linux in our general release drivers available here:
Developer Beta Driver Downloads
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 Beta Release Notes
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:
Turing GPU Architecture
- TITAN: NVIDIA TITAN RTX
- GeForce RTX: GeForce RTX 2080 Ti, GeForce RTX 2080, GeForce RTX 2070, GeForce RTX 2060
- GeForce GTX: GeForce GTX 1660 Ti, GeForce GTX 1660, GeForce GTX 1650, GeForce MX250, GeForce MX230
- Quadro: Quadro RTX 8000, Quadro RTX 6000, Quadro RTX 5000, Quadro RTX 4000, Quadro RTX 3000, Quadro T2000, Quadro T1000
Volta GPU Architecture
- TITAN: NVIDIA TITAN V
- Quadro: Quadro GV100
Pascal GPU Architecture
- TITAN: NVIDIA TITAN Xp, NVIDIA TITAN X (Pascal)
- GeForce: GeForce GTX 1080 Ti, GeForce GTX 1080, GeForce GTX 1070 Ti, GeForce GTX 1070, GeForce GTX 1060, GeForce GTX 1050 Ti, GeForce GTX 1050, GeForce GT 1030, GeForce MX150,
- Quadro: Quadro GP100, Quadro P6000, Quadro P5200, Quadro P5000, Quadro P4200, Quadro P4000, Quadro P3200, Quadro P3000, Quadro P2200, Quadro P2000, Quadro P1000, Quadro P620, Quadro P600, Quadro P520, Quadro P500, Quadro P400
Maxwell 2 GPU Architecture
- TITAN: GeForce GTX TITAN X
- GeForce: GeForce GTX 980 Ti, GeForce GTX 980, GeForce GTX 980M, GeForce GTX 970, GeForce GTX 970M, GeForce GTX 965M, GeForce GTX 960, GeForce GTX 950,
- Quadro: Quadro M6000 24GB, Quadro M6000, Quadro M5500, Quadro M5000, Quadro M5000M, Quadro M4000, Quadro M4000M, Quadro M3000M, Quadro M2200, Quadro M2000
Maxwell 1 GPU Architecture
- GeForce: GeForce GTX 960M, GeForce GTX 950M, GeForce 945M, GeForce 940MX, GeForce 930MX, GeForce 920MX, GeForce 940M, GeForce 930M, GeForce GTX 860M, GeForce GTX 850M, GeForce 845M, GeForce 840M, GeForce 830M, GeForce GTX 750 Ti, GeForce GTX 750, GeForce GTX 745, GeForce MX130
- Quadro: Quadro M2000M, Quadro M1000M, Quadro M600M, Quadro M500M, Quadro M1200, Quadro M620, Quadro M520, Quadro K2200M, Quadro K620M
Kepler GPU Architecture
- TITAN: GeForce GTX TITAN, GeForce GTX TITAN Black, GeForce GTX TITAN Z
- GeForce: GTX 780 Ti, GeForce GTX 780, GeForce GTX 770, GeForce GTX 760, GeForce GTX 760 Ti (OEM), GeForce GT 740, GeForce GT 730, GeForce GT 720, GeForce GT 710, GeForce GTX 690, GeForce GTX 680, GeForce GTX 670, GeForce GTX 660 Ti, GeForce GTX 660, GeForce GTX 650 Ti BOOST, GeForce GTX 650 Ti, GeForce GTX 650, GeForce GTX 645, GeForce GT 640, GeForce GT 635, GeForce GT 630, GeForce MX110
- Quadro: Quadro K6000, Quadro K5200, Quadro K5000, Quadro K4000, Quadro K4200, Quadro K2200, Quadro K2000, Quadro K2000D, Quadro K1200, Quadro K620, Quadro K600, Quadro K420, Quadro 410
The OpenGL 4.6 specifications can be downloaded from http://www.opengl.org/registry/.
For any bugs or issues, please file a bug through the developer website: https://devtalk.nvidia.com/
Turing Extensions for OpenGL
GPUs with the new Turing architecture have many new OpenGL extensions giving developers access to new features.
Release Updates
July 29th, 2019 — Windows 426.02, Linux 418.52.18
Источник
OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.
Contents
Installation
To run any application that uses OpenGL you will need to install driver(s) for your hardware (either GPUs or CPUs)
- mesa is an open-source OpenGL implementation, continually updated to support the latest OpenGL specification. It has a collection of open-source drivers for Intel graphics, ATI, AMD, AMD PRO, and NVIDIA GPUs and also provides software rasterizers, The included drivers in the package are
- i915 : for GMA 916G as well as the i830, i845 and i865 integrated GPU series.
- i965 : for Intel’s Gen 4 hardware and later. It is officially supported by Intel.
- iris : for Intel’s Gen 8 hardware and later. It is officially supported by Intel.
- r100 : for AMD’s Radeon R100 GPU series.
- r200 : for AMD’s Radeon R200 GPU series.
- r300 : for AMD’s Radeon R300, R400, and R500 GPU series.
- r600 : for AMD’s Radeon HD 2000 GPU series and later. It is officially supported by AMD.
- radeonsi : for AMD’s Southern Island GPUs and later. It is officially supported by AMD.
- nouveau : Nouveau is the open-source driver for NVIDIA GPUs.
- virgl : is a virtual GPU driver for sharing a GPU with a host for virtual machines.
- svga : for VMware virtual GPUs.
- zink : is a Gallium driver, it can be used to run OpenGL on vulkan.
- swrast : Legacy software rasterizer.
- softpipe : Software rasterizer, a reference Gallium driver.
- llvmpipe : Software rasterizer, uses LLVM for x86 JIT code generation and is multi-threaded.
- swr : High performance software rasterizer that uses AVX and AVX2 CPU instructions, also known as OpenSWR.
- nvidia-utils is proprietary driver for NVIDIA GPUs.
- amdgpu-pro-libglAUR is proprietary driver for AMD PRO GPUs.
Verification
To verify your OpenGL installation you can use mesa-demos glxinfo and you should get output like this :
(with different values depending on your setup of course)
From the same package you can also try glxgears , you should see 3 rotating gears.
Switching between drivers
For Hybrid graphics you might want to see PRIME.
You can override used driver using the following environment variable:
By default mesa searches for drivers in /lib/dri/ you can see the list of drivers by
driver is the name of the driver without _dri.so . If it failed it will fallback to llvmpipe.
You can also use OpenGL software rasterizer drivers by setting the following environment variables:
driver is one of softpipe , llvmpipe , or swr .
Development
Using OpenGL in code requires functions loader, read more at Khronos.
This article or section needs expansion.
OpenGL Hardware Database
GPUInfo provides user reported GPU/driver combinations, supported extensions, capabilities, etc.
Источник
How to Install OpenGL on Ubuntu Linux
What Is OpenGL?
OpenGL is a Graphics rendering API which is operating system independent, window system independent and has high-quality color images composed of geometric and image primitives.
OpenGL APIs can use following …
- Gl
- OpenGL API implementation (http://www.opengl.org)
- Glu
- OpenGL Utility
- Glut – GLUT (OpenGL Utility Toolkit) – Glut is portable windowing API and it is not officially part of OpenGL.
- OpenGL Utility Toolkit (http://www.opengl.org/resources/libraries/glut/)
- FLTK
- FlashLight ToolKit (http://www.fltk.org/)
- GLEW…
Now lets see How to install OpenGL on out Ubuntu OS.
Now because GLUT (OpenGL Utility Toolkit) depends upon OpenGL and a number of other related libraries, if we install GLUT then OpenGL will be automatically be installed.
Run the following commands to install OpenGL.
Now to test if OpenGl libraries are working fine on our Linux, we will create a C++ program and test it.
So create a following C++ Program.
Now give the command below to compile your code.
Now run your OpenGl program with following command
If a window pops up when you run the program, then OpenGL is working on your Ubuntu OS.
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Как обновить Opengl до 4.4
Как бы мне обновить до 4.4 OpenGL, у меня сейчас 3.1!
телепаты в отпуске. остальные не понимают, в чем проблема. все ж как обычно делается
У меня в эфектах только 3.1 выше нету
Тебе нужны закрытые драйвера.
А с чего ты взял, что «эфекты» сами поддерживают что-то выше?
Ну так мне друг сказал что в эфектах менять всё, а дальше я не знаю как сменить на самый новый OpenGL
С таким описанием ты никогда не получишь помощи.
Ну как мне обновить OpenGL? У меня сейчас 3.1 мне нужен 4.4 и новее!
Какая видеокарта? Какая версия mint?
Ну как мне обновить OpenGL? У меня сейчас 3.1 мне нужен 4.4 и новее!
идешь в магазин и докупаешь
Похоже на толсто-троллинг
Взгляните на темы персонажа.
Пойми, твоё оборудование может не иметь нужной версии OpenGL. А для этого ты должен сообщить нам свою видеокарту.
А ты уверен, что твоя карта поддерживает 4.4?
Твоё оборудование не может в OpenGL 4.4
Но 4.0 под вендой должно быть. А под линуксом годик-другой подождать дров.
4.2 уже реализовано же вроде.
Уже есть 4.2, осталось подождать, пока в дистрибутивы запакуют.
У нвидии в блобе 4.5
Больше чем OpenGL 3.1 у тебя не будет. Зачем тебе 4.4? Есть вариант программного МЕДЛЕННОГО драйвера llvmpipe и что-то там еще новее — но кажись софтово тоже 4.4 не реализовали.
Честно говоря, я не знаю _ни одной_ игры, которая хочет OpenGL 4. Знаю меньше 5, которая хочет OpenGL 3.
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Getting Started
So you want to take advantage of the power of the OpenGL API? If you are visiting this page because a game or software uses the OpenGL API, you need to install the appropriate graphic driver which enables usage of the functionality provided.
To program using the OpenGL API, you need the driver and the development package (depends on platform and programming language). More platform-specific details are described in the sections below.
Contents
This Wiki maintains a FAQ page for OpenGL.
Downloading OpenGL
In all three major desktop platforms (Linux, macOS, and Windows), OpenGL more or less comes with the system. However, you will need to ensure that you have downloaded and installed a recent driver for your graphics hardware.
Windows
Appropriate Windows driver websites:
Some sites also distribute beta versions of graphics drivers, which may give you access to bug fixes or new functionality before an official driver release from the manufacturer:
Without drivers, you will default to a software version of OpenGL 1.1 (on Win98, ME, and 2000), a Direct3D wrapper that supports OpenGL 1.1 (WinXP), or a Direct3D wrapper that supports OpenGL 1.1 (Windows Vista and Windows 7). None of these options are particularly fast, so installing drivers is always a good idea.
If your system does not contain a GPU, or the GPU vendor delivers graphics drivers providing OpenGL support that’s so old as to be useless to you, you might want to consider installing the Mesa3D OpenGL library on your system. See this wiki link for details:
Linux
Graphics on Linux is almost exclusively implemented using the X Window system. Supporting OpenGL on Linux involves using GLX extensions to the X Server. There is a standard Application Binary Interface defined for OpenGL on Linux that gives application compatibility for OpenGL for a range of drivers. In addition the Direct Rendering Infrastructure (DRI) is a driver framework that allows drivers to be written and interoperate within a standard framework to easily support hardware acceleration, the DRI is included in of XFree86 4.0 but may need a card specific driver to be configured after installation. These days, XFree86 has been rejected in favor of XOrg due to the change in the license of XFree86, so many developers left Xfree86 and joined the XOrg group. Popular Linux distros come with XOrg now.
Vendors have different approaches to drivers on Linux, some support Open Source efforts using the DRI, and others support closed source frameworks but all methods support the standard ABI that will allow correctly written OpenGL applications to run on Linux.
For more information on developing OpenGL applications on Linux, see Platform specifics: Linux
macOS
Unlike other platforms, where the Operating System and OpenGL implementations are often updated separately, OpenGL updates are included as part of macOS system updates. To obtain the latest OpenGL on macOS, users should upgrade to the latest OS release, which can be found at Apple.com.
For developers, a default installation of macOS does not include any OpenGL headers, nor does it include other necessary development tools. These are installed by a separate developer tools package called Xcode. This installer includes the OpenGL headers, compilers (gcc), debuggers (gdb), Apple’s Xcode IDE, and a number of performance tools useful for OpenGL application development.
For more information on developing OpenGL applications on macOS, see Platform specifics: macOS.
Writing an OpenGL Application
The first step is to pick your language. Bindings for OpenGL exist in many languages, from C# and Java to Python and Lua. Some languages have multiple sets of OpenGL bindings, none of them being official. All of them are ultimately based on the C/C++ bindings.
If you are not using C/C++, you must download and install a package or library for your chosen language that includes the OpenGL bindings. Some come pre-installed, but others have separate downloads.
If you are using C/C++, then you must first set up a build environment (Visual Studio project, GNU makefile, CMake file, etc) that can link to OpenGL. Under Windows, you need to statically link to a library called OpenGL32.lib (note that you still link to OpenGL32.lib if you’re building a 64-bit executable. The «32» part is meaningless). Visual Studio, and most Windows compilers, come with this library.
On Linux, you need to link to libGL. This is done with a command-line parameter of «-lGL».
Initialization
Before you can actually use OpenGL in a program, you must first initialize it. Because OpenGL is platform-independent, there is not a standard way to initialize OpenGL; each platform handles it differently. Non-C/C++ language bindings can also handle these differently.
There are two phases of OpenGL initialization. The first phase is the creation of an OpenGL Context; the second phase is to load all of the necessary functions to use OpenGL. Some non-C/C++ language bindings merge these into one.
OpenGL Context Creation
An OpenGL context represents all of OpenGL. Creating one is very platform-specific, as well as language-binding specific.
If you are using the C/C++ language binding for OpenGL, then you are strongly advised to use a window toolkit for managing this task. These libraries create a window, attach an OpenGL context to this window, and manage basic input for that window. Once you are comfortable with OpenGL, you can then start learning how to do this manually.
Most non-C/C++ language bindings will provide you with a language-specific mechanism for creating a context.
Getting Functions
If you are using a non-C/C++ language binding, then the maintainer of that binding will already handle this as part of context creation. If you are using C/C++, read on.
In order to use OpenGL, you must get OpenGL API functions. For most libraries you are familiar with, you simply #include a header file, make sure a library is linked into your project or makefile, and it all works. OpenGL doesn’t work that way.
For reasons that are ultimately irrelevant to this discussion, you must manually load functions via a platform-specific API call. This boilerplate work is done with various OpenGL loading libraries; these make this process smooth. You are strongly advised to use one.
If you want to do it manually however, there is a guide as to how to load functions manually. You still should use an extension loader.
Using OpenGL
OpenGL is a rendering library. What OpenGL does not do is retain information about an «object». All OpenGL sees is a ball of triangles and a bag of state with which to render them. It does not remember that you drew a line in one location and a sphere in another.
Because of that, the general way to use OpenGL is to draw everything you need to draw, then show this image with a platform-dependent buffer swapping command. If you need to update the image, you draw everything again, even if you only need to update part of the image. If you want to animate objects moving on the screen, you need a loop that constantly clears and redraws the screen.
There are techniques for only updating a portion of the screen. And you can use OpenGL with these techniques. But OpenGL itself doesn’t do it internally; you must remember where you drew everything. You must figure out what needs updating and clear only that part of the screen. And so forth
There are many tutorials and other materials available for learning how to use OpenGL, both on this wiki and online.
OpenGL Viewers
These are programs that you install and run, and they give you information specific to the OpenGL API your system implements, like the version offered by your system, the vendor, the renderer, the extension list, supported viewport size, line size, point size, plus many other details. Some might include a benchmark. Some are standalone benchmarks.
Tutorials and How To Guides
User contributed tutorials and getting started guides
Источник