OpenGL extensions used in Kanzi

This table lists the OpenGL extensions that Kanzi uses.

Feature: OpenGL extensions

Requirement

Debugging:

  • GL_KHR_debug

If you call Renderer::logOpenGLInformation and this extension is available, Kanzi uses it.

Shader compatibility:

  • GL_ARB_ES3_compatibility

  • GL_ARB_ES3_1_compatibility

  • GL_ARB_ES3_2_compatibility

If you use OpenGL ES shaders with desktop OpenGL, one of these extensions must be available.

Vertex formats:

  • GL_ARB_half_float_vertex

  • GL_EXT_vertex_half_float

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:

  • 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:

  • GL_EXT_color_buffer_half_float

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:

  • GL_EXT_color_buffer_float

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:

  • GL_EXT_texture_compression_s3tc

  • GL_EXT_texture_compression_rgtc

  • GL_ARB_texture_compression_rgtc

  • GL_ARB_texture_compression_bptc

  • GL_EXT_texture_compression_bptc

If you use BCn texture formats, the corresponding format out of these must be available.

Texture and render target formats:

  • GL_KHR_texture_compression_astc_ldr

  • GL_KHR_texture_compression_astc_hdr

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:

  • GL_EXT_texture_filter_anisotropic

  • GL_ARB_texture_filter_anisotropic

If you set anisotropic filtering in any of your textures, this extension must be available.

Advanced color blending:

  • GL_KHR_blend_equation_advanced

  • GL_KHR_blend_equation_advanced_coherent

If you set any node or material to use an advanced color blending mode, these extensions must be available. See Advanced color blending modes.

See also

Optimizing meshes

Compressing textures

Textures

Using render target textures

Composition and blending