OpenGL extensions used in Kanzi¶
This table lists the OpenGL extensions that Kanzi uses.
Feature: OpenGL extensions |
Requirement |
---|---|
Linear color workflow: GL_EXT_sRGB |
Kanzi enables this extension, if it is available. |
Binary shaders:
|
If you use binary shaders, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. See Using binary shaders. |
Debugging: GL_KHR_debug |
If you call |
Multisampling (MSAA):
|
If you set in a Composition Target Render Pass the Multisample Level property, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. See Rendering content to composition targets and Using multisampling. |
Vertex formats:
|
If you use half-float vertex formats, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. See Optimizing meshes. |
Texture and render target formats: GL_OES_rgb8_rgba8 extension |
If you use RGB8 render targets, Kanzi uses this extension, if it is available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats:
|
If in a texture or render target you select any float16 or float32 format, Kanzi uses these extensions, if they are available. |
Texture and render target formats: GL_EXT_texture_norm16 |
If in a texture or render target you select any 16-bit signed or unsigned format, Kanzi uses this extension, if it is available. |
Texture and render target formats:
|
Kanzi uses these extensions, if they are available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats: GL_ETC1_RGB8_OES |
If you use ETC1 texture formats, the corresponding format out of these must be available. See Using the ETC algorithm. |
Texture and render target formats:
|
If you use ETC2 texture formats, the corresponding format out of these must be available. See Using the ETC algorithm. |
Texture and render target formats:
|
If you use PVRTC texture formats, the corresponding format out of these must be available. See Using the PVRTC algorithm. |
Texture and render target formats:
|
If you use ATC texture formats, the corresponding format out of these must be available. See Using the ATC algorithm. |
Texture and render target formats:
|
If you use ASTC texture formats, the corresponding format out of these must be available. See Using the ASTC algorithm. |
Texture and render target formats:
|
If you use 16-bit depth texture format, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats:
|
If you use 24-bit depth texture formats, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats:
|
If you use 32-bit depth texture formats, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats:
|
If you use depth and stencil, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats: GL_OES_stencil8 |
If you use stencil8 texture formats, this extension must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats: GL_EXT_texture_filter_anisotropic |
If you set anisotropic filtering in any of your textures, this extension must be available. |
Texture and render target formats: GL_ARB_seamless_cube_map |
Kanzi enables this extension, if it is available. |
Texture and render target formats: GL_EXT_texture_rg |
If you use RG textures, this extension must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Texture and render target formats: GL_EXT_draw_buffers |
If you use a Composition Target Render Pass to render content to multiple targets, this extension must be available, unless your platform supports OpenGL ES 3.0 or higher. See Rendering content to multiple composition targets. |
Mesh instancing
|
If you instantiate meshes, one of these extensions must be available, unless your platform supports OpenGL ES 3.0 or higher. |
Geometry shaders
|
If you use geometry shaders, one of these extensions must be available, unless your platform supports OpenGL ES 3.2 or higher. See Using geometry shaders. |
Tessellation shaders
|
If you use tessellation shaders, one of these extensions must be available, unless your platform supports OpenGL ES 3.2 or higher. See Using tessellation shaders. |
Advanced color blending:
|
If you set any node or material to use an advanced color blending mode, these extensions must be available. See Advanced color blending modes. |