

Now, if you look at an extension specification, and you see: Once it's core functionality, the entry points will look like any other OpenGL entry point, without any special pre-/postfix. Sometimes the new core functionality might be exactly like the extension, sometimes it might get tweaked while being promoted to core functionality. For some extensions, it is later decided that they should become core functionality.When you use it, the entry points will have EXT, ARB, or a vendor name as part of their name. It can be used on implementations that support the specific extension. To make this clearer, there are typically two main steps in adding new functionality to OpenGL: When looking at the versions, it sounds like you're mixing up two aspects. Suppose that I want to stick to OpenGL 3.3 support, should I use function names with EXT suffix? Example: TextureParameteriEXT( ) vs TextureParameteri( ) The main difference is EXT suffix in function names. So I would like to know how can I test 3.3 compatibility without having to purchase 3.3 class graphic card? To put it simple, my dev hardware is too powerful compare to what I plan to support, and thus not sure how to test my code.ĮDIT: On a related note, there is EXT_direct_state_access extension, and DSA is in the OpenGL 4.5 core profile. The problem here is that both of my dev machines have hardware support for 4.5, which means that everything works, including those features that requires OpenGL 4.x. It says that "OpengGL 3.1 is required", however there is according to this document which seems to also state that the extension is not available in 3.3. However I would like to use certain extesntions, and want to make sure they all require OpenGL version 3.3 or lower before I use them. I also don't know if it would affect it, but I have a Cintiq 13 attached.I'm having concern about my code which was developed with OpenGL 3.3 hardware level support in mind. I've added photos of what is popping up, and my computer specs. I've tried installing an older version (the version I was working on before, and that doesn't work either. I've found an opengl32.dll file and moved it into the blender folder, and it opened the program, but ran terribly slow (very glitchy and would eventually not respond when I click different shading views), I uninstalled it and reinstalled it and now adding that file doesn't even let it open.

I've tried updating my graphics card drivers (they're up to date), I've uninstalled and reinstalled them just to be sure. The last time I used it was in December of 2020, so I know it's updated, but I'm pretty sure my computer specs should be good enough to run the program. I've recently wanted to get back into using blender for some fun art projects, but anytime I try and install the program and run it, I run into issues.
