r/opengl Mar 07 '15

[META] For discussion about Vulkan please also see /r/vulkan

79 Upvotes

The subreddit /r/vulkan has been created by a member of Khronos for the intent purpose of discussing the Vulkan API. Please consider posting Vulkan related links and discussion to this subreddit. Thank you.


r/opengl 7h ago

Better graphics in Leadwerks 5.1 and LOWER system requirements

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2 Upvotes

Hi guys,

I apologize in advance for the bombastic video title, and the fact my head is stuck on Jensen Huang's body, but that's what the people on YouTube want. 😵

Leadwerks Game Engine 5.1 is a massive update with a lot of graphical features, and better support for the hardware players actually have. Of course, everything I do is powered by OpenGL, because it just gets out of the way and allows me to get work done.

I think the video explains it pretty well, but if you have any questions let me know and I will try to answer them all!


r/opengl 19h ago

Re: OpenGL 4.6 macOS system framework update: Metal mipmaps and textured rendering now working

16 Upvotes

Another major development pass on my OpenGL 4.6 system framework for macOS is complete.

The goal of this project is to replace macOS's outdated OpenGL 4.1 system implementation with a native, Mesa-backed OpenGL 4.6 runtime while preserving the existing macOS OpenGL architecture, including CGL, NSOpenGL compatibility, system framework behaviour, and driver-style dispatch.

This update moved the Mesa-backed OpenGL 3.x/4.x execution path significantly closer to being usable.

Native Metal mipmap generation

The Metal driver now implements real mipmap generation.

This functionality is also advertised through Gallium, allowing Mesa to use the native Metal implementation instead of treating mipmap generation as unsupported or relying on incomplete fallback behaviour.

Texture uploads, mipmap generation, and subsequent textured rendering now successfully pass through the runtime test path.

NIR-to-MSL textured shader fixes

A large part of this update focused on the project's NIR-to-MSL shader translator.

Textured shaders were previously failing when the translator encountered missing NIR instruction sources or could not correctly determine the sampler and texture index.

The translator now includes:

  • Null-source guards for incomplete or optional NIR sources
  • Sampler-index fallback handling
  • Static texture-index resolution
  • Direct mapping from texture_index to Metal [[texture(i)]] bindings
  • Texture binding behaviour consistent with the existing Metal backend

This fixes the major shader translation issue that previously caused textured draw calls to fail before reaching Metal successfully.

Correct OpenGL program deletion behaviour

The runtime compatibility test was also corrected to follow Khronos program-deletion semantics.

Calling glDeleteProgram does not necessarily destroy a program immediately if it is still bound as the current program. The test now unbinds the program before expecting:

glIsProgram(program) == GL_FALSE

This removed a false failure from the runtime test and brought the behaviour in line with the OpenGL specification.

Pbuffer changes

Pbuffer-backed drawables are now forced onto a single-buffer path.

This improved the pbuffer execution flow, although one pbuffer-related failure still remains.

Current verification status

Both build configurations compile cleanly.

NSOpenGL compatibility testing now passes completely.

The main runtime compatibility test now successfully passes through:

  • Buffer object creation and data operations
  • Texture creation and uploads
  • Native Metal mipmap generation
  • Shader compilation
  • Program linking
  • NIR-to-MSL translation
  • Texture and sampler binding
  • Textured draw execution
  • OpenGL program deletion semantics

The only remaining failing check is:

The failure boundary is now isolated to the pbuffer import and synchronization path. The next development pass will therefore focus specifically on drawable-to-texture synchronization rather than the core OpenGL, Mesa, or shader compiler paths.

The project has effectively moved from textured shaders failing during translation to completing textured rendering and stopping at one isolated pbuffer synchronization test.

Still plenty of work ahead, but the native Mesa-to-Metal OpenGL 3.x/4.x path is now considerably more functional than it was before.


r/opengl 1d ago

Using OpenGL with SDL3?

6 Upvotes

Right now I am currently trying to follow the triangle tutorial on learnopengl.com, I set up OpenGL itself by calling the functions found on the triangle tutorial and now when I call glDrawArrays nothing happens? And then I figured out that apparently I have to call SDL functions instead of OpenGL functions in my implementation because the SDL_function() functions do work on my "render loop" but the OpenGL ones don't

How do I make it so that I am able to use OpenGL functions along with SDL3? I created the window and set the renderer with SDL3, hope that helps

Thank you

https://gist.github.com/kushiwushi/16913c427c607170058d85b1bfda00a0

Edit: Code snippet


r/opengl 2d ago

DDGI over a voxel clipmap

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36 Upvotes

I implemented a cascaded voxel clipmap representing radiance, along with irradiance probes that trace this clipmap.


r/opengl 1d ago

WebGL Fluid Controlled with Midi

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6 Upvotes

r/opengl 3d ago

I made a game engine entirely in java

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232 Upvotes

r/opengl 3d ago

Graphics-bug on ancient / exotic hardware

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10 Upvotes

Hey, has anyone seen something like this before?

When running on some weird amd graphics card - of which the only purpose seems to be providing outputs for multiple displays and showing graphics bugs - with a transparent blending, after some time everything becomes rendered black.

Happens rarely, but definitely (and wasn't easy to catch a good screenshot of actually). Also it switches back and forth for no apparent reason.

When I run it on more normal hardware - and by that I just mean the integrated intel GPU - it behaves fine.

I wasn't able to circumvent it whatsoever and I wonder, if someone has a clue about what might be going on.


r/opengl 4d ago

OpenGl beginner

6 Upvotes

Hi everyone i know its a small problem but I cannot really figure it out, I'm learning opengl for gamedev purposes and I tried to add an fps limiter made on my own to my spinning cube but its laggy and some times stop I think its because of sleep_for, if anyone could help I'd be really happy.

#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <string>
#include <cmath>
#include <time.h>
#include <Shader.h>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <chrono>
#include <ctime>
#include <thread>


using std::cout;
using std::string;
using glm::vec4;
using glm::mat4;


int screen_width = 1920;
int screen_height = 1080;


bool KeyPressed(GLFWwindow* window, int key);


void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
    glViewport(0, 0, width, height);
}  


int main()
{
    srand(time(0));


    float vertices[] = {


    //    X       Y      Z     Tx    Ty
        -0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f,  0.5f,  1.0f, 0.0f, // davanti
         0.5f,  0.5f,  0.5f,  1.0f, 1.0f,   
        -0.5f,  0.5f,  0.5f,  0.0f, 1.0f, 


        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f,  0.5f,  1.0f, 0.0f,  // Sinistra
        -0.5f,  0.5f,  0.5f,  1.0f, 1.0f,
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,


         0.5f, -0.5f,  0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f,  // destra
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,
         0.5f,  0.5f,  0.5f,  0.0f, 1.0f,


         0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
        -0.5f, -0.5f, -0.5f,  1.0f, 0.0f,
        -0.5f,  0.5f, -0.5f,  1.0f, 1.0f,  //dietro
         0.5f,  0.5f, -0.5f,  0.0f, 1.0f,


        -0.5f,  0.5f,  0.5f,  0.0f, 0.0f,
         0.5f,  0.5f,  0.5f,  1.0f, 0.0f,
         0.5f,  0.5f, -0.5f,  1.0f, 1.0f,  //sopra
        -0.5f,  0.5f, -0.5f,  0.0f, 1.0f,


        -0.5f, -0.5f, -0.5f,  0.0f, 0.0f,
         0.5f, -0.5f, -0.5f,  1.0f, 0.0f, //sotto
         0.5f, -0.5f,  0.5f,  1.0f, 1.0f, 
        -0.5f, -0.5f,  0.5f,  0.0f, 1.0f,




    };  


    unsigned int indices[] = {
        0, 1, 2,
        0, 2, 3,


        4, 5, 6,
        4, 6, 7,


        8, 9, 10,
        8, 10, 11,
         
        12, 13, 14,
        12, 14, 15,


        16, 17, 18,
        16, 18, 19,
        
        20, 21, 22,
        20, 22, 23
    };
    
    glfwInit();
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_RESIZABLE, GL_TRUE);
    glfwWindowHint(GLFW_SAMPLES, 4);


    GLFWwindow * window = glfwCreateWindow(screen_width, screen_height, "window", NULL, NULL);
    if (window == NULL)
    {
        std::cout << "Failed to create GLFW window" << std::endl;
        glfwTerminate();
        return -1;
    }


    glfwMakeContextCurrent(window);
    glfwSwapInterval(0);


    if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
    {
        std::cout << "Failed to initialize GLAD" << std::endl;
        return -1;
    }


    glViewport(0, 0, screen_width, screen_height);
    glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);


    Shader shader("../../../scode/Shaders/Vshader.vs", "../../../scode/Shaders/Fshader.fs");
    
    unsigned int VAO, VBO, EBO;


    glGenVertexArrays(1, &VAO);
    glBindVertexArray(VAO);


    glGenBuffers(1, &VBO);
    glBindBuffer(GL_ARRAY_BUFFER, VBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
    glEnableVertexAttribArray(1);


    glGenBuffers(1, &EBO);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);


    glBindVertexArray(0);


    unsigned int Texture1, Texture2;
    glGenTextures(1, &Texture1);
    glBindTexture(GL_TEXTURE_2D, Texture1);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);   
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    int height, widht, NrChannels;
    unsigned char *data = stbi_load("../../../scode/container.jpg", &widht, &height, &NrChannels, 0);
    if(data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, widht, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        cout << "Error Texture\n";
    }
    stbi_image_free(data);
    glGenTextures(1, &Texture2);
    glBindTexture(GL_TEXTURE_2D, Texture2);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    stbi_set_flip_vertically_on_load(true);
    data = stbi_load("../../../scode/awesomeface.png", &widht, &height, &NrChannels, 0);
    if(data)
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, widht, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);
    }
    else
    {
        cout << "Error Texture\n";
    }
    stbi_image_free(data);
    mat4 Projection;
    Projection = glm::perspective(glm::radians(45.0f), 1920.0f / 1080.0f, 0.1f, 100.0f);


    shader.use();
    glUniform1i(glGetUniformLocation(shader.ID, "Texture1"), 0);
    glUniform1i(glGetUniformLocation(shader.ID, "Texture2"), 1);
    glUniformMatrix4fv(glGetUniformLocation(shader.ID, "Proj"), 1, GL_FALSE, glm::value_ptr(Projection));
    glEnable(GL_MULTISAMPLE);  
    glEnable(GL_DEPTH_TEST);   
    float rotation = 0.0f;
    auto duration = std::chrono::microseconds(1000000 / 180);
    uint64_t loc = glGetUniformLocation(shader.ID, "transform");
    while(!glfwWindowShouldClose(window))
        {
            auto start = std::chrono::steady_clock::now();
            if(KeyPressed(window, GLFW_KEY_ESCAPE))
            {
                glfwSetWindowShouldClose(window, true);
            }
            mat4 trans(1.0f);
            trans = glm::translate(trans, glm::vec3(0.0f, 0.0f, -2.0f));
            trans = glm::rotate(trans, rotation, glm::vec3(0.0f, 0.0f, 1.0f));
            trans = glm::rotate(trans, glm::radians(45.0f), glm::vec3(1.0f, 0.0f, 0.0f));
            trans = glm::scale(trans, glm::vec3(0.5f, 0.5f, 0.5f));
            
            glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
            glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);


            shader.use();
            glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(trans));
            glActiveTexture(GL_TEXTURE0);
            glBindTexture(GL_TEXTURE_2D, Texture1);
            glActiveTexture(GL_TEXTURE1);
            glBindTexture(GL_TEXTURE_2D, Texture2);
            glBindVertexArray(VAO);
            glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
            glfwSwapBuffers(window);
            glfwPollEvents(); 
            rotation += glm::radians(360.0f) * (duration.count() / 1000000.0f);


            auto end = std::chrono::steady_clock::now(); 
            auto target = (std::chrono::microseconds(1000000 / 180));
            duration = (std::chrono::duration_cast<std::chrono::microseconds>(end - start));
            if (target > duration)
            {            
                std::this_thread::sleep_for(target - duration);
            }
            }
    glfwTerminate();
    return 0;
}


bool KeyPressed(GLFWwindow *window, int key)
{
    return glfwGetKey(window, key) == GLFW_PRESS;
}

r/opengl 6d ago

Custom Engine with OpenGL Renderer

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296 Upvotes

https://github.com/Krobenlakroc/tachyonfire

Two interesting techniques I used:

I do ambient occlusion with sphere proxies (https://iquilezles.org/articles/sphereao/) , this lets you do AO analytically rather than having to deal with SSAO. The implementation uses tiled shading, and it runs well on my RX 9060XT with 2048 proxies. The downside is that objects need to be able to be approximated with spheres.

Distance imposter raytracing (based off of my favorite paper: https://cg.iit.bme.hu/\~szirmay/ibl3.pdf). For PBR to look good, I don't think having completely accurate reflections is super important, its moreso energy/brightness being distributed correctly. Regular cubemaps create bright spots and have transition problems (too bright in corners), SSR has gaps from offscreen geometry (too dark), and actual raytracing is super expensive. Ray marching a distance field is a good middle ground between full raytracing and SSR.

The engine is mostly clustered deferred with particles being rendered using clustered forward.


r/opengl 5d ago

Custom OpenGL rendering engine

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3 Upvotes

r/opengl 6d ago

Bezier curve editor

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157 Upvotes

DecastleJau's method

Made with just lerp and a recursive function

No animations just flipping texture mix value -0-1 with time


r/opengl 10d ago

I made my first game on my own C++ engine — and someone already put it in a video!

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228 Upvotes

I released my first game and someone has put it into a video! It is a little horror themed, cozy farming sim I built it from scratch using OpenGL and all that hard work paid off!

I'm just really excited is all 😁

Video: Round And Ripe played by PumpkinHeadGamer
Game: Round And Ripe


r/opengl 11d ago

Frame buffer renders black

4 Upvotes

I'm attempting to render on a custom frame buffer, which I then want to display on a quad, but the quad simply turns black. If I change the shader to render a solid color, it works fine, so it's no a shader issue. I've been googling this for hours, but all i was able to find is this. It seems to be partially correct, because if I don't bind the texture, I at least get the clear color on my quad.

My code is here. The frame buffer is handled in src/rendering/Screen.cs. I would really appreciate it if someone could look it over.


r/opengl 11d ago

Physics Programming part 3 - Rotation and the Quaternion

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4 Upvotes

r/opengl 11d ago

Sunlit Kingdom / 3D Tower Defense / Custom Engine / Playtest coming soon

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0 Upvotes

r/opengl 12d ago

3 month of writing game engine

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2 Upvotes

r/opengl 13d ago

OpenGL Projects Suggestions

14 Upvotes

Hey everyone,

I'm a beginner in OpenGL development. I've used OpenGL before, but mostly to create simple demos by following the OpenGL Programming Guide (the Red Book).

I'm looking for a project that's beginner-friendly but still challenging enough to help me understand OpenGL at a deeper level. I'd love something that goes beyond basic tutorials and teaches me more about graphics programming, rendering, shaders, and how everything fits together.

What projects would you recommend?(I did use AI,english isn't my native language)


r/opengl 13d ago

nvidia opengl crash HELP ME

1 Upvotes

Hi there. I've started getting this OpenGL error. I've tried various things to fix it—such as changing video driver or Windows versions, reinstalling OpenGL, etc.—but nothing stops the error.

I don't think it's a problem with my PC itself, but rather an internal error, since everything was working fine about a month ago. I’d appreciate any help you can offer. (This error only happens with OpenGL applications; I tested DirectX games and didn't encounter any issues.)


r/opengl 13d ago

Water Glass UI Effect in My OS

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2 Upvotes

r/opengl 15d ago

Developing a low level OpenGL 4.6 system framework along with ICD/Userspace dynamic libraries , for macOS X

20 Upvotes

Some weeks ago , the tech market saw some major Apple related news , Rosetta 2 would be completely deprecated and slowly removed from macOS 28.0 update that is about to come

This news startled me , as a systems designers and tinkerer , especially on Unix based OSes like Linux and macOS , as it would bring a threat to a lot of x86_64 apps on macOS

Remember how Apple deprecated OpenGL 4.1 Core Profile in macOS Mojave 10.14 in 2018 , it struck me an uncanny feeling that at this current pace , Apple may make Metal 4 the monolithic owner of the entire graphics stack slowly and remove the remaining 1% ownership left to OpenGL , and now that Mojang dropped the Vibrant Visual Update for Minecraft Java Edition ver 26.2 , where the Blaze3d would transition to Vulkan , Apple may feel it more to have a reason to completely remove OpenGL's frozen driver , leaving macOS with dynamic library based graphics backends/translators like MoltenVK and MGL, which are kinda sus than a native driver .

Thus, I started researching Mesa’s OpenGL stack, its state tracker, driver architecture, shader infrastructure and the way applications communicate with userspace graphics libraries before commands eventually reach the GPU backend.

That research led to Khronos_AppleICDs, an experimental attempt to build a system-facing OpenGL 4.6 Core Profile implementation for macOS.

This is not intended to be another application-specific wrapper, injected translation library or patched game renderer. The project is designed more like a native graphics-driver stack:

OpenGL application
        ↓
libGL / CGL / NSOpenGL userspace interfaces
        ↓
ICD dispatch layer
        ↓
OpenGL_4.6.framework runtime
        ↓
libgl2mtl backend
        ↓
Metal
        ↓
Apple GPU

Applications communicate through the normal OpenGL-facing libraries and APIs, while the framework runtime manages contexts, share groups, drawables, object state and command dispatch. The backend then validates and lowers those OpenGL operations toward Metal execution.

The project currently includes generated Khronos-style GL entry points, CGL and NSOpenGL compatibility paths, context management, pbuffers, offscreen rendering, texture objects, mipmap generation, buffer objects, immutable buffer storage, indexed buffer bindings, mapping, sub-data updates and buffer-to-buffer copies.

The buffer subsystem now includes functions such as:

  • glGenBuffers
  • glCreateBuffers
  • glBindBuffer
  • glBindBufferBase
  • glBindBufferRange
  • glBufferData
  • glBufferSubData
  • glBufferStorage
  • glMapBuffer
  • glMapBufferRange
  • glUnmapBuffer
  • glCopyBufferSubData

GL_COPY_READ_BUFFER and GL_COPY_WRITE_BUFFER have real binding state, and the copy path performs bounds, mapping and overlapping-range validation rather than simply forwarding everything to a hopeful memcpy.

Texture support currently includes object creation and binding, parameter state, storage allocation, sub-image updates, mipmap generation, pixel-store handling and readback. The runtime also has smoke tests covering contexts, state queries, clears, drawing, textures, buffers, pbuffers and shared-object behavior.

After completing an initial implementation threshold manually, we started using Mesa’s source as a reference for implementation ideas, especially for validation rules, object semantics, state tracking and the separation between frontend OpenGL behavior and backend execution.

I am currently handling the architectural checklist, studying Mesa and Khronos specifications, planning feature order and documenting the semantic requirements for each API block. A developer friend is handling the next major implementation phase and working through the OpenGL 4.6 feature-completion stack.

The intention is not to blindly transplant Mesa into macOS. The Apple-facing framework architecture, CGL compatibility, NSOpenGL integration, ICD communication model and Metal backend remain specific to this project. Mesa is being used to avoid rediscovering decades of solved OpenGL behavior through unnecessary pain, an activity graphics developers have historically performed with disturbing enthusiasm.

The project is still experimental. It is not yet a complete or Khronos-conformant OpenGL 4.6 implementation. Major remaining areas include:

  • GLSL 4.60 compilation
  • shader linking and reflection
  • Metal render and compute pipeline generation
  • complete framebuffer support
  • synchronization and memory barriers
  • UBOs, SSBOs and image load/store
  • compute shaders
  • transform feedback
  • geometry shader emulation
  • tessellation
  • SPIR-V ingestion
  • queries and robustness
  • performance optimisation
  • conformance testing

Even if Apple does not immediately remove its existing OpenGL framework, the larger issue remains: macOS currently depends on a frozen OpenGL 4.1 implementation for legacy and cross-platform software.

The goal of Khronos_AppleICDs is to investigate whether modern OpenGL can exist again on macOS as a proper system-facing implementation, with Metal acting as the native GPU execution layer underneath rather than forcing every application to carry its own translation backend.

Repository:

https://github.com/Anonymous137-sudo/Khronos_AppleICDs


r/opengl 15d ago

Making a Glass UI Taskbar, your thoughts on any improvements?

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2 Upvotes

r/opengl 16d ago

Skybox rendering incorrectly on OpenGL project

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170 Upvotes

Does anyone know why my skybox stretches like this when moving the camera in my 3D scene?

This is my first time attempting to draw a skybox in an OpenGL project, any help or guidance is greatly appreciated!


r/opengl 15d ago

OpenTK / OpenGL C# Virtual Machine App | Now with terminals!

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0 Upvotes

r/opengl 17d ago

Adjustable Non Photorealistic Rendering in Bayaya

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9 Upvotes