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- OpenGL 1.1 – Texture objects
- OpenGL 1.2 – 3D textures, BGRA and packed pixel formats
- OpenGL 1.3 – Multitexturing, multisampling, texture compression
- OpenGL 1.4 – Depth textures
- OpenGL 1.5 – Vertex Buffer Object (VBO), Occlusion Queries
- OpenGL 2.0 – GLSL 1.1, MRT, Non Power of Two textures, Point Sprites, Two-sided stencil
- OpenGL 2.1 – GLSL 1.2, Pixel Buffer Object (PBO), sRGB Textures
- OpenGL 3.0 – GLSL 1.3, Texture Arrays, Conditional rendering, Frame Buffer Object (FBO)
- OpenGL 3.1 – GLSL 1.4, Instancing, Texture Buffer Object, Uniform Buffer Object, Primitive restart
- OpenGL 3.2 – GLSL 1.5, Geometry Shader, Multi-sampled textures
- OpenGL 3.3 – GLSL 3.30 Backports as much functionality possible from the OpenGL 4.0 specification
- OpenGL 4.0 – GLSL 4.00 Tessellation on GPU, shaders with 64-bit precision
- OpenGL 4.1 – GLSL 4.10 Developer-friendly debug outputs, compatibility with OpenGL ES 2.0
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