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a group of shaders bound together, usually one vertex shader and one fragment shader) with glCreateProgram, then bind the shaders you want using glAttachShader, then link the program using glLinkProgram just like shaders you can check linking success with glGetProgram and glGetProgramInfoLogīind the vertex and index buffers using glBindBuffer with arguments GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER respectively
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Installing opengl 4.4 on mac code#
Same for index buffers, except that you use GL_ELEMENT_ARRAY_BUFFER instead of GL_ARRAY_BUFFERĬreate textures exactly like you did in previous versions of OpenGL ( glGenTextures, glBindTexture, glTexImage2D)Ĭreate shaders using glCreateShader, set their GLSL source code using glShaderSource, and compile them with glCompileShader you can check if it succeeded with glGetShaderiv(shader, GL_COMPILE_STATUS, &out) and retrieve error messages using glGetShaderInfoLogĬreate programs (ie. If you don't, I suggest you read a guide about shaders first instead, because all OpenGL 3 is based on the usage of shadersĬreate and fill vertex buffers using glGenBuffers, glBindBuffer(GL_ARRAY_BUFFER, bufferID) and glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW) I'll assume that you are already familiar with the basics of shaders, vertex buffers, etc. I don't know any good guide but I can make you a quick summary