OpenGL extensions used in Kanzi¶
This table lists the OpenGL extensions that Kanzi uses.
Feature: OpenGL extensions |
Requirement |
|---|---|
Debugging:
|
If you call |
Shader compatibility:
|
If you use OpenGL ES shaders with desktop OpenGL, one of these extensions must be available. |
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 OpenGL 4.2+. See Optimizing meshes. |
Texture and render target formats:
|
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:
|
If in a texture or render target you select any 16-bit float format, Kanzi uses this extension, if it is available. |
Texture and render target formats:
|
If in a texture or render target you select any 32-bit float format, Kanzi uses this extension, if it is available. |
Texture and render target formats:
|
If you use BCn texture formats, the corresponding format out of these must be available. |
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 set anisotropic filtering in any of your textures, this extension must be available. |
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. |