Earlier quoted context omitted.
> OpenGL is only outdated on macOS Also on Windows. Apparently, if you want to distribute your software to wide audience, you can only rely on OpenGL 3.0, with minimal set of extensions. Here’s an example: https://github.com/Const-me/GL3Windows#building-and-running All the target systems had latest Windows updates, and they all run Direct3D 11 software just fine (I mostly develop for D3D and I test on them). On some…
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. See: https://www.khronos.org/opengl/wiki/Tutorial:_OpenGL_3.1_The... for a tutorial. My Pascal-b…
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 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.