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[fltk.coredev] Re: macOS fltk OpenGL implementation does not support v410

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Re: macOS fltk OpenGL implementation does not support v410 imacarthur Aug 16, 2022  
 
On Tuesday, 16 August 2022 at 01:46:29 UTC+1 ggar... wrote:
Currently, trying to compile a v410 shader ( which is valid macOS OpenGL on my machine and works with glfw and qt ), results in the following output:

ERROR: 0: #version 410
1:
2: in vec3 vPos;
3: in vec2 vTexture;
4: out vec2 fTexture;
5:
6: struct Transform
7: {
8: mat4 mvp;
9: };
10:
11: uniform Transform transform;
12:
13: void main()
14: {
15: gl_Position = transform.mvp * vec4(vPos, 1.0);
16: fTexture = vTexture;
17: }
ERROR: 0:1: '' : version '410' is not supported

The code, as mentioned works on glfw and qt on macOS as on fltk on linux.

Printing:

glString( GL_VERSION )

Returns for macOS fltk:
2.1 ATI-4.8.101

While on macOS glfw, it returns:
4.1 ATI-4.8.101

Any ideas what might be selecting the lowest OpenGL standard?

I think that may be normal?
In my experience, a lot of GL implementations only seem to expose a fairly basic API level unless I specifically use GLEW to get at the more advanced extensions.
Though, I think that later macOS ports can expose higher API levels without GLEW... Not sure.

If you build the examples, what do OpenGL3-glut-test and OpenGL3test do on your machine? 

For me (on this WIn10 box with GLEW) they expose... (hold on, testing!) 
Using GLEW 2.2.0
GL_VERSION=4.6.0 NVIDIA 431.98
Shading Language Version=4.60

Though how useful or relevant that is for a macOS test I can not guess!


 

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