LWJGL Forum

Programming => OpenGL => Topic started by: string111 on June 21, 2016, 11:03:13

Title: LWJGL3 runs "wrong" OpenGL version [newbe][SOLVED]
Post by: string111 on June 21, 2016, 11:03:13
Hey,
I'm pretty new to programing with LWJGL. To begin working, I wanted to check which version of OpenGL LWJGL3 is running.
I used
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GL11.glGetString(GL11.GL_VERSION) and found out that I was running
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2.1 INTEL-10.14.58My MacBook Pro however is supporting OpenGL version 4.1 according to Apple's Website.
I recognized the issue when trying to specify a
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#version 410 in the fragment shader which gave me an error, that the version was not supported.

Now my question is: Is it possible to manually define version that LWJGL is using?
(I tried the way it was described on the wiki http://wiki.lwjgl.org/wiki/Version_selection (http://wiki.lwjgl.org/wiki/Version_selection), but it did not work for me)

Thanks already in advance!

String ;)
Title: Re: LWJGL3 runs "wrong" OpenGL version [newbe]
Post by: Kai on June 21, 2016, 11:12:26
See: http://www.glfw.org/faq.html#how-do-i-create-an-opengl-30-context

Also: The wiki page you referenced is outdated and belongs to LWJGL 2.x
Title: Re: LWJGL3 runs "wrong" OpenGL version [newbe]
Post by: string111 on June 21, 2016, 22:50:14
Worked fine for me. Thanks!

For any reader who has the same problem, you have to insert the glfw context lines before you ceate the window via glfwCreateWindow();!!!