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Leopard Technical Q&As: Graphics & Imaging
OpenGL is a cross-platform, standards-based C programming interface that is widely used for games, animation, CAD/CAM, medical imaging, and other applications that need a framework for visualizing and manipulating complex, three-dimensional shapes. OpenGL programs are highly portable and produce consistent results on any supported platform. Apple's implementation of OpenGL has been optimized for the Macintosh platform and includes a suite of ARM and platform-specific extensions that give developers access to advanced graphics hardware capabilities.

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Driving OpenGL Rendering Loops (HTML)
QA1385: Using Core Video display links (CVDisplayLink) or Cocoa timers (NSTimer) to drive an OpenGL rendering loop
Using GLUT and OpenGL on Mac OS X (HTML)
QA1613: States the required steps to add GLUT and OpenGL to an Xcode project.
AGL Changes for Mac OS X Leopard (v. 10.5) (HTML)
QA1523: This Q&A describes the new and deprecated APIs for Apple OpenGL (AGL)
Compiling X11 / OpenGL applications on Mac OS X v.10.5 Leopard (HTML)
QA1567: Trying to compile X11 / OpenGL application on Mac OS X v.10.5 result on "ld: cycle in dylib re-exports with /usr/X11R6/lib/libGL.dylib""
QuickTime Texture Visual Context - kQTVisualContextNotAllowedErr with non-accelerated graphics cards (HTML)
QA1542: Discusses how to create a display mask and avoid a kQTVisualContextNotAllowedErr when using a non-accelerated graphics card.
Ensuring hardware accelerated rendering for your OpenGL application (HTML)
QA1502: Using the NoRecovery pixel format attribute and how to check whether vertex and fragment processing is executed on the GPU or CPU
Synchronizing OpenGL rendering updates to the vertical refresh of the display (HTML)
QA1521: How to avoid tearing by synchronizing your rendering to the display VBL
Context Sharing Tips (HTML) (日本語 HTML)
QA1248: How to correctly share OpenGL contexts and what the limits on this sharing are.
NSOpenGLView redraw problems after a window is closed and re-opened. (HTML)
QA1353: Workaround for NSOpenGLView failure to draw after its window is closed and re-opened.
Using Interface Builder's NSOpenGLView or Custom View objects for an OpenGL application (HTML)
QA1167: Describes usage cases for both NSOpenGLViews and Custom Views for Cocoa OpenGL applications
glFlush() vs. glFinish() (HTML)
QA1158: Explanation of the differences between glFlush() and glFinish()
How do I determine how much VRAM is available on my video card? (HTML)
QA1168: Using Core Graphics and IOKit to find the physical size of VRAM on installed hardware.
Creating an OpenGL texture from an NSView (HTML) (日本語 HTML)
QA1325: Addresses the issues involved with using an NSView as the source data for an OpenGL texture.
OpenGL Driver Monitor Decoder Ring (HTML) (日本語 HTML)
QA1334: Describes what each of the parameters available in the OpenGL Driver Monitor measure.
Sharpening Full Scene Anti-Aliasing Details (HTML)
QA1268: Using full scene anti-aliasing (FSAA) in OpenGL applications.
Updating OpenGL Contexts (HTML) (日本語 HTML)
QA1209: When and why to update an OpenGL context in response to system and user actions.
Using Clip Region and Buffer Rectangles with OpenGL Carbon (HTML) (日本語 HTML)
QA1222: Shows the basics of using buffer rectangles and clip regions with AGL.
How do I tell if a particular display is being hardware accelerated by Quartz Extreme? (HTML) (日本語 HTML)
QA1218: Describes how to use CGDisplayUsesOpenGLAcceleration to see if a display is accelerated or not.
GetProcAdress and OpenGL Entry Points (HTML) (日本語 HTML)
QA1188: Technique for finding function pointers for OpenGL entry points in Cocoa and Carbon