Is opengl New ones use the features of previous versions or have new trusts and I use them al

is opengl New ones use the features of previous versions or have new trusts and I use them all

I’m sorry, but I don’t understand what you’re asking. Could you explain more clearly what you’re looking for?

For example this code #pragma once

#include <windows.h>
#include <GL/gl.h>


using namespace System::Windows::Forms;

namespace OpenGLForm
{
	public ref class COpenGL : public System::Windows::Forms::NativeWindow
	{
	public:
		COpenGL(System::Windows::Forms::Form^ parentForm, GLsizei iWidth, GLsizei iHeight)
		{
			CreateParams^ cp = gcnew CreateParams;

			// Set the position on the form
			cp->X = 0;
			cp->Y = 0;
			cp->Height = iHeight;
			cp->Width = iWidth;

			// Specify the form as the parent.
			cp->Parent = parentForm->Handle;

			// Create as a child of the specified parent and make OpenGL compliant (no clipping)
			cp->Style = WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;

			// Create the actual window
			this->CreateHandle(cp);

			m_hDC = GetDC((HWND)this->Handle.ToPointer());

			if (m_hDC)
			{
				MySetPixelFormat(m_hDC);
			}
		}


		System::Void Render(System::Void)
		{
			glClearColor(0.0f,0.0f,0.0f,0.0f);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear screen and depth buffer
		}

		System::Void SwapOpenGLBuffers(System::Void)
		{
			SwapBuffers(m_hDC);
		}

	private:
		HDC m_hDC;
		HGLRC m_hglrc;

	protected:
		~COpenGL(System::Void)
		{
			this->DestroyHandle();
		}

		GLint MySetPixelFormat(HDC hdc)
		{
			static	PIXELFORMATDESCRIPTOR pfd =				// pfd Tells Windows How We Want Things To Be
			{
				sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
				1,											// Version Number
				PFD_DRAW_TO_WINDOW |						// Format Must Support Window
				PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
				PFD_DOUBLEBUFFER,							// Must Support Double Buffering
				PFD_TYPE_RGBA,								// Request An RGBA Format
				16,										// Select Our Color Depth
				0, 0, 0, 0, 0, 0,							// Color Bits Ignored
				0,											// No Alpha Buffer
				0,											// Shift Bit Ignored
				0,											// No Accumulation Buffer
				0, 0, 0, 0,									// Accumulation Bits Ignored
				16,											// 16Bit Z-Buffer (Depth Buffer)  
				0,											// No Stencil Buffer
				0,											// No Auxiliary Buffer
				PFD_MAIN_PLANE,								// Main Drawing Layer
				0,											// Reserved
				0, 0, 0										// Layer Masks Ignored
			};

			GLint  iPixelFormat;

			// get the device context's best, available pixel format match 
			if ((iPixelFormat = ChoosePixelFormat(hdc, &pfd)) == 0)
			{
				MessageBox::Show("ChoosePixelFormat Failed");
				return 0;
			}

			// make that match the device context's current pixel format 
			if (SetPixelFormat(hdc, iPixelFormat, &pfd) == FALSE)
			{
				MessageBox::Show("SetPixelFormat Failed");
				return 0;
			}

			if ((m_hglrc = wglCreateContext(m_hDC)) == NULL)
			{
				MessageBox::Show("wglCreateContext Failed");
				return 0;
			}

			if ((wglMakeCurrent(m_hDC, m_hglrc)) == NULL)
			{
				MessageBox::Show("wglMakeCurrent Failed");
				return 0;
			}
			return 1;
		};
	};
}  

opengl 4.6 Or support opengl 4.5

I’m sorry, but your apparent lack of command of English is making it really hard to understand what you’re asking about. The closest to a comprehensible question I could find was:

I think you’re asking about compatibility between versions. That is, if a particular version is backwards compatible with a previous version.

Broadly speaking, OpenGL versions are backwards compatible. The only compatibility break is between the core profile of version 3.2 and all prior versions. 3.2 dropped many older features (deprecated in 3.0).

Also, this forum is not Twitter; there is no character limit for posts. There is no need to make a bunch of tiny posts in sequence. Take your time and post the entire thing you want to say as a single post. If you forgot something, go back and edit your post.

So version 4.6 is the most complete version

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