No, you're getting stuck at 3.0 because you're hitting the deprecation strategy. You need to specifically request a post-3.0 context with wglCreateContextAttribsARB which you're not doing. Thus the system thinks you're an old legacy OpenGL app, and is giving you 3.0 as that was the last version before things were removed.
> No, you're getting stuck at 3.0 because you're hitting the deprecation strategy.
I think you’re wrong here. Two reasons.
1. If that would be the case, I would be stuck with GL3.0 regardless on the GPU. In reality, I’m only stuck with GL version < 4.0 on HD2000 and VmWare. On my desktop PC (Maxwell at the time I’ve wrote that demo) OpenGL 4.0 worked just fine in that very project. Even on Intel HD 4000 laptop, OpenGL 4.0 worked just fine with the same code.
2. Please read Intel’s documentation: https://www.intel.com/content/www/us/en/support/articles/000... Specifically, please expand “2nd Generation Intel® Core™ Processors” section. As you see in that table, Intel says HD Graphics 3000/2000 only support OpenGL 3.1, which is exactly what I’m getting from the GLEW library I’m using in that project.
Also, you can see in that article that no intel GPU supports GL 4.6 mentioned by GP. Even the latest generation UHD Graphics 620/630 only support GL 4.5. Meanwhile, they support the latest DirectX 12 for several years already.
> 1. If that would be the case, I would be stuck with GL3.0 regardless on the GPU. In reality, I’m only stuck with GL version < 4.0 on HD2000 and VmWare. On my desktop PC (Maxwell at the time I’ve wrote that demo) OpenGL 4.0 worked just fine in that very project. Even on Intel HD 4000 laptop, OpenGL 4.0 worked just fine with the same code.
Behavior depends on if the device supports 3.2+ compatibility mode which is optional.
> Also, you can see in that article that no intel GPU supports GL 4.6 mentioned by GP. Even the latest generation UHD Graphics 620/630 only support GL 4.5. Meanwhile, they support the latest DirectX 12 for several years already.
ok, so? 4.5 isn't really outdated, either. It still supports all the modern good stuff. And, as we've established at this point, it's not Window's stopping you from leveraging the full extent of the hardware you have. By contrast macOS does stop you from using the hardware you got to the fullest, as it's stuck on 4.1
> depends on if the device supports 3.2+ compatibility mode which is optional.
For the systems I have in this house it’s not required, i.e. I’m getting the same OpenGL version that’s advertised by the GPU vendors.
> You need to use the method I mentioned to get real post-3.0 OpenGL.
Either I don’t, or the authors of that GLEW library https://www.opengl.org/sdk/libs/GLEW/ already did that. When running on modern GPUs, the code in my repository already uses real post-3.0 OpenGL just fine, including the shaders.
> ok, so? 4.5 isn't really outdated, either.
Right, but 3.1 (Intel Sandy Bridge) is. And 4.0 is outdated, too (Intel Ivy Bridge). Meanwhile, modern Direct3D works fine on these GPUs, 11.0 feature level 10.1, and native 11.0, respectively.
> Either I don’t, or the authors of that GLEW library https://www.opengl.org/sdk/libs/GLEW/ already did that. When running on modern GPUs, the code in my repository already uses real post-3.0 OpenGL just fine, including the shaders.
Go read the extension I linked, it explains the behavior you're seeing. Also go read the tutorial I linked, it's using GLEW and shows you how to create a context.
You have a bug if your intention is to get a post-3.0 OpenGL context. Whether or not you care is up to you. You may be perfectly happy being in the compatibility bucket. I don't know. But you're not in the explicit 3.1 or later path.
> Right, but 3.1 (Intel Sandy Bridge) is.
Sandy Bridge is a 7 year old CPU. Of course it's outdated...? And D3D 10.1 is from 2007, it's also hugely outdated. You're getting anything more modern out of the hardware with D3D than you are OpenGL here. I don't even know what the argument you're trying to make is at this point.
See: https://www.khronos.org/opengl/wiki/Tutorial:_OpenGL_3.1_The... for a tutorial.
My Pascal-based Nvidia GPU is showing OpenGL 4.6 on Windows 10. Nothing outdated here.