Common Mistakes
Quite a few websites show the same mistakes and the mistakes presented in their tutorials are copied and pasted by those who want to learn OpenGL.
This page has been created so that newcomers understand GL programming a little better instead of working by trial and error.
The shading language section also has its own section on common mistakes http://www.opengl.org/wiki/index.php/GLSL_:_common_mistakes
Extensions and OpenGL Versions
This part can be confusing to some so here is a definition.
An extension is a specification for a GL feature that isn't in the GL core. It is written against some specific GL version, meaning that GL version must be supported at minimum. Usually that would be GL 1.1. Extension specs are at the GL extension registry http://www.opengl.org/registry
For example, glActiveTextureARB and GL_TEXTURE0_ARB is part of GL_ARB_multitexture.
Sometimes, a new GL version is released and extensions are absorbed into the core, sometimes with no functionality change, sometimes with changes.
When this happens, the function names usually lose the postfix : glActiveTextureARB becomes glActiveTexture, GL_TEXTURE0_ARB becomes GL_TEXTURE0.
Sometimes, the names change completly, as was the case for the GLSL suppport. The GL spec defined what functions are core. See the appendix for a list of extensions that made it into the core.
The mistake made is that you check if an extension are present and use the core functions. This would result in a crash on some users systems if the correct GL version is not supported but the extensions are supported.
For example, this website http://cirl.missouri.edu/gpu/glsl_lessons/glsl_geometry_shader/index.html
checks if GL 2.1 is supported, then it checks if GL_ARB_vertex_shader and GL_ARB_fragment_shader are present,
then it uses glCreateProgram, glCompileShader, glAttachShader. That doesn't make a lot of sense. GL 2.0 has those function in the core. You don't need to check for GL_ARB_vertex_shader and GL_ARB_fragment_shader.
Another example : Is glBindBufferARB an extension or a core GL function? Answer : It is an extension, it is part of GL_ARB_vertex_buffer_object.
What about glBindBuffer? Answer : this is a core GL function, part of GL 1.5 and above.
The Object Oriented Language Problem
MyTexture::MyTexture(const char *pfilePath) { if(LoadFile(pfilePath)==ERROR) return; textureID=0; glGenTextures(1, &textureID); //More GL code... }
Let's assume the language used here is C++ or some similar OO language. It may seem like a good idea to "construct" your GL texture in a constructor but if there is no GL context when the constructor is called, then nothing happens. What is wrong with the next piece of code.
MyTexture::~MyTexture() { if(textureID) { glDeleteTextures(1, &textureID); textureID=0; } }
Again, if the destructor gets called after you have destroyed the GL context, then you are making a GL call while there is no GL context. You have to move your GL function calls to a better location.
Texture Upload
You create a texture and upload the pixels with glTexImage2D (or glTexImage1D, glTexImage3D) but there seems to be diagonal lines going through the image or your program crashes. This is because the scanline of your pixel array is not multiple of 4. The scanline is width * bytes. By default, glPixelStorei(GL_UNPACK_ALIGNMENT, 4) and you can change it to glPixelStorei(GL_UNPACK_ALIGNMENT, 1) if you scanline is not multiple of 4.
Texture Precision
You call glTexImage2D(GL_TEXTURE_2D, 0, X, width, height, 0, format, type, pixels) and you set X to 1, 2, 3, 4.
These are GL 1.0 formats and should not be used anymore by a modern OpenGL program.
You should set it to internal format such as GL_RGBA8 or some other "internal precision" format.
The GL specification has a table of valid values such as GL_RGBA8, GL_ALPHA8. See table 3.17
You can also consult http://www.opengl.org/sdk/docs/man/
It is possible that your GPU doesn't support the format that you have chosen. In this case, the driver will convert the data to an appropriate closely matching format and is not suppose to reduce the quality.
Calling
int value; glGetTexLevelParameteriv(GL_TEXTURE_2D, GL_TEXTURE_COMPONENTS, &value)
should return the real internal format.
Creating a Texture
What's wrong with this code?
glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
The texture won't work because it is incomplete. The default GL_TEXTURE_MIN_FILTER state is GL_LINEAR_MIPMAP_NEAREST so GL will consider the texture incomplete as long as you don't create the mipmaps.
This is better because it sets up some of the important texture object states :
glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
If you want mipmaps : OpenGL 1.4 is required for support for automatic mipmap generation. GL_GENERATE_MIPMAPS is part of the texture object now and it is a flag (TRUE or FALSE). Whenever texture level 0 is updated, the mipmaps will all be regenerated.
glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAPS, GL_TRUE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
When GL_EXT_framebuffer_object is present, it is preferable to use glGenerateMipmapEXT.
In GL 3.0, GL_GENERATE_MIPMAPS is considered deprecated. You must use glGenerateMipmap.
glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels); glGenerateMipmap(GL_TEXTURE_2D);
If you want to allocate a texture but not initialize texels, the last parameter should be NULL. The "format" and "type" don't matter. What matters is the internal format, which in this example is GL_RGBA8
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
And in the end, cleanup
glDeleteTextures(1, &textureID);
Creating a Texture #2, glTexEnvi
Since a lot of tutorials call glTexEnvi when they create a texture, quite a few people end up thinking that the texture environment state is part of the texture object.
glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
States such as GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T, GL_TEXTURE_MAG_FILTER, GL_TEXTURE_MIN_FILTER are part of the texture object.
TexEnv is part of the texture image unit (TIU).
When you set this it will effect any texture attached to the TIU.
You can select a TIU with glActiveTexture(GL_TEXTURE0+i).
Also keep in mind that glTexEnvi has no effect when a fragment shader is bound.
Creating a Cubemap Texture
It's best to set the wrap mode to GL_CLAMP_TO_EDGE and not the other formats. Don't forget to define all 6 faces else the texture is considered incomplete. Don't forget to setup GL_TEXTURE_WRAP_R because cubemaps require 3D texture coordinates.
Example :
glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //Define all 6 faces glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+0, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels_face0); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+1, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels_face1); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+2, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels_face2); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+3, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels_face3); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+4, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels_face4); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+5, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels_face5); glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
And in the end, cleanup
glDeleteTextures(1, &textureID);
Texture Border Color Problem
When you have a 2D or 3D or Cubemap texture and you want to clamp the texture coordinates, if you use
glTexParameteri(GL_TEXTURE_X, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_X, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_X, GL_TEXTURE_WRAP_R, GL_CLAMP); //For 3D textures
then when sampling takes place at the edges of the texture, it will filter with border color so you might see black edges.
By default, the border color is black.
Instead of GL_CLAMP, use GL_CLAMP_TO_EDGE.
Updating A Texture
In case you don't want to use Render_To_Texture, you will be just refreshing the texels either from main memory or from the framebuffer.
Case 1:
Refreshing texels from main memory.
glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); //Texels not initialized since we passed NULL glGenerateMipmap(GL_TEXTURE_2D); //--------------------- glBindTexture(GL_TEXTURE_2D, textureID); //A texture you have already created with glTexImage2D glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels); glGenerateMipmap(GL_TEXTURE_2D);
Notice that glTexSubImage2D was used and not glTexImage2D.
The difference is that glTexSubImage2D just updates texels and glTexImage2D deletes previous texture and reallocate and sets up texels.
glTexImage2D is the slower solution.
glTexSubImage2D can be used to update all the texels. Also, make sure that the format you supply is the same stored on the GPU else GL will convert the data format which will lead to performance issues. For example, GL_BGRA is a natively supported format by most GPUs. Consult IHV documenation for formats supported. It's not possible to know from GL what formats are natively supported.
Case 2:
Refreshing texels from the framebuffer.
glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL); //Texels not initialized since we passed NULL glGenerateMipmap(GL_TEXTURE_2D); //--------------------- RenderObjects(); //Assuming we are rendering to the backbuffer. Do not call SwapBuffers at this point glBindTexture(GL_TEXTURE_2D, textureID); //A texture you have already created with glTexImage2D glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height); //Copy back buffer to texture glGenerateMipmap(GL_TEXTURE_2D); //--------------------- SwapBuffers(hdc); //Now that we copied result to texture, swap buffers. Back buffer now contains undefined result.
Just like the case where you should use glTexSubImage2D instead of glTexImage2D, use glCopyTexSubImage2D instead of glCopyTexImage2D.
Render To Texture
If you want to render to texture via the GL_EXT_framebuffer_object extension, quite a few people make the same mistake as explained above for the case of "Creating a Texture". They leave glTexParameteri in the default states yet they don't define mipmaps. If you want mipmaps, in this case, once the texture is created (glTexImage2D(....., NULL)), then call glGenerateMipmapsEXT(GL_TEXTURE_2D) or glGenerateMipmapsEXT(GL_TEXTURE_3D) or glGenerateMipmapsEXT(GL_TEXTURE_CUBE_MAP).
If you don't, then you get GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT or GL_FRAMEBUFFER_UNSUPPORTED_EXT.
Depth Testing Doesn't Work
You probably did not ask for a depth buffer. If you are using GLUT, glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL) GLUT_DEPTH asks for a depth buffer. Be sure to enable the depth testing with glEnable(GL_DEPTH_TEST) and call glDepthFunc(GL_LEQUAL).
No Alpha in the Framebuffer
Be sure you create a double buffered context and make sure you ask for a alpha component. With GLUT, you can call glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_STENCIL) in which GL_RGBA asks for a alpha component.
glFinish and glFlush
Use glFlush if you are rendering directly to your window. It is better to have a double buffered window but if you have a case where you want to render to the window directly, then go ahead.
There is a lot of tutorial website that show this
glFlush(); SwapBuffers();
Never call glFlush before calling SwapBuffers. The SwapBuffer command takes care of flushing and command processing.
What does glFlush do? It tells the driver to send all pending commands to the GPU immediatly. This can actually reduce performance.
What does glFinish do? It tells the driver to send all pending commands to the GPU immediatly and waits until all the commands are processed by the GPU. This can take a lot of time.
A modern OpenGL program should NEVER use glFlush or/and glFinish.
Certain benchmark software might use glFinish.
glDrawPixels
For good performance, use a format that is directly supported by the GPU. Use a format that causes the driver to basically to a memcpy to the GPU. Most graphics cards support GL_BGRA. Example :
glDrawPixels(width, height, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
However, it is recommened that you use a texture instead and just update the texture with glTexSubImage2D.
glEnableClientState(GL_INDEX_ARRAY)
What's wrong with this code?
glBindBuffer(GL_ARRAY_BUFFER, VBOID); glVertexPointer(3, GL_FLOAT, sizeof(vertex_format), 0); glTexCoordPointer(2, GL_FLOAT, sizeof(vertex_format), 12); glNormalPointer(GL_FLOAT, sizeof(vertex_format), 20); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_INDEX_ARRAY); glBindBuffer(GL_ELEMENT_ARRAY, IBOID); glDrawRangeElements(....);
The problem is that GL_INDEX_ARRAY is not understood by the programmer.
GL_INDEX_ARRAY has nothing to do with indices for your glDrawRangeElements.
This is for color index arrays. A modern OpenGL program should not used color index arrays. Do not use glIndexPointer. If you need colors, use the color array. This array should be filled be RGBA data.
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex_format), X); glEnableClientState(GL_COLOR_ARRAY);
glInterleavedArrays
This function should not be used by modern GL programs. If you want to have interleaved arrays, use the corresponding gl****Pointer calls.
Example :
struct MyVertex { float x, y, z; //Vertex float nx, ny, nz; //Normal float s0, t0; //Texcoord0 float s1, s2; //Texcoord1 }; //----------------- glVertexPointer(3, GL_FLOAT, sizeof(MyVertex), offset); glNormalPointer(GL_FLOAT, sizeof(MyVertex), offset+sizeof(float)*3); glTexCoordPointer(2, GL_FLOAT, sizeof(MyVertex), offset+sizeof(float)*6); glClientActiveTexture(GL_TEXTURE1); glTexCoordPointer(2, GL_FLOAT, sizeof(MyVertex), offset+sizeof(float)*8);
Unsupported formats #1
glLoadMatrixd, glRotated and any other function that have to do with the double type. Most GPUs don't support GL_DOUBLE (double) so the driver will convert the data to GL_FLOAT (float) and send to the GPU. If you put GL_DOUBLE data in a VBO, the performance might even be much worst than immediate mode (immediate mode means glBegin, glVertex, glEnd). GL doesn't offer any better way to know what the GPU prefers.
Unsupported formats #2
glColorPointer(3, GL_UNSIGNED_BYTE, sizeof(vertex_format), X);
The problem is that most GPUs can't handle 3 bytes. They prefer multiple of 4. You should add the alpha.
The same can be said for glColor3ub and the other "3" component color functions. It's possible that "3" component float is ok for your GPU.
You need to consult the IHV's documents or perhaps do benchmarking on your own because GL doesn't offer any better way to know what the GPU prefers.
Unsupported formats #3
glTexImage2D(GL_TEXTURE2D, 0, GL_RGB8, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, pixels);
Although plenty of image formats like bmp, png, jpg are by default saved as 24 bit and this can save disk space, this is not what the GPU prefers. GPUs prefer multiple of 4 bytes. The driver will convert your data to GL_RGBA8 and it will set alpha to 255. GL doesn't offer any better way to know what the GPU prefers.
Unsupported formats #4
glTexImage2D(GL_TEXTURE2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
The above is almost OK. The problem is the GL_RGBA. On certain platforms, the GPU prefers that red and blue be swapped (GL_BGRA).
If you supply GL_RGBA, then the driver will do the swapping for you which is slow.
On which platforms? Making a list would be too long but one example is x86+Windows and x64+Windows.
Swap Buffers
A modern OpenGL program should always use double buffering.
A modern OpenGL program should also have a depth buffer and stencil buffer, probably of D24S8 format.
Render sequence should be like this
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); RenderScene(); SwapBuffers(hdc); //For Windows
In some programs, the programmer does not want to rerender the scene since the scene is heavy. He might simply call SwapBuffers (Windows) without clearing the buffer. This is risky since it might give unreliable results between different GPU/driver combination.
There are 2 options:
1. For the PIXELFORMATDESCRIPTOR, you can add PFD_SWAP_COPY to your dwFlags.
2. Render to a FBO and blit to the back buffer, then SwapBuffers.
See GL_EXT_framebuffer_object and GL_EXT_framebuffer_blit at www.opengl.org/registry
The Pixel Ownership Problem
If your windows is covered or if it is partially covered or if window is outside the desktop area, the GPU might not render to those portions.
This is explained in the OpenGL specification. It is called undefined behavior since on some platforms/GPU/driver combinations it will work just fine and on others it will not.
The solution is to make an offscreen buffer (FBO) and render to the FBO.
See GL_EXT_framebuffer_object at www.opengl.org/registry
glAreTexturesResident and Video Memory
glAreTexturesResident doesn't necessarily return the value that you think it should return. On some implementations, it would return always TRUE and on others, it returns TRUE when it's loaded into video memory. A modern OpenGL program should not use this function.
If you need to find out how much video memory your video card has, you need to ask the OS. GL doesn't provide a function since GL is intended to be multiplatform and on some systems, there is no such thing as a GPU and video memory.
Even if your OS tells you how much VRAM there is, it's difficult for an application to predict what it should do. It is better to offer the user a feature in your program that let's him controls "quality".
Selection and Picking and Feedback Mode
A modern OpenGL program should not use the selection buffer or feedback mode. These are not 3D graphics rendering features yet they have been added to GL since version 1.0. Selection and feedback runs in software (CPU side). On some implementations, when used along with VBOs, it has been reported that performance is lousy.
A modern OpenGL program should do color picking (render each object with some unique color and glReadPixels to find out what object your mouse was on) or do the picking with some 3rd party mathematics library.
GL_POINTS and GL_LINES
This will be about the problems related to GL_POINTS and GL_LINES.
Users notice that on some implementation points or lines are rendered a little different then on others. This is because the GL spec allows some flexibility. On some implementation, when you call
glPointSize(5.0); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_POINT_SMOOTH); RenderMyPoints();
the points will look nice and round, on other GPU/drivers it would look like squares.
Keep in mind that common gaming GPUs don't support point size larger than 1 pixel. They emulate larger points with quads.
The same applies to GL_LINES. Common gaming GPUs don't support line size larger than 1 pixel. They emulate larger lines with quads.
With GL 3.0 and above, point sizes above 1 pixel are considered deprecated. Line sizes larger than 1 pixel are considered deprecated. That means DON'T USE THEM. Simulate what you want by yourself using your own quads + texture.
On some implementations, when you call glEnable(GL_POINT_SMOOTH) or glEnable(GL_LINE_SMOOTH) and you use shaders at the same time, your rendering speed goes down to 0.1 FPS. This is because the driver does software rendering. This would happen on AMD/ATI GPUs/drivers.
Keep in mind that the above problems are specific to common gaming GPUs. Workstation GPUs might have GPUs that support real GL_POINTS and real GL_LINES.
Color Index, The imaging subset
Section 3.6.2 of the GL specification talks about the imaging subset. glColorTable and related operations are part of this subset. They are typically not supported by common GPUs and are software emulated. It is recommended that you avoid it. Instead, always use 32 bit textures.
If you find that the memory consumption is too high, use DXT1, DXT3 or DXT5 texture compression. See http://www.opengl.org/registry/specs/S3/s3tc.txt for more details.
The other method is to do the indexing yourself using a texture and a shader.
Triple Buffering
This is actually a common question. How can you enable tripple buffering with GL? The answer is that you have no control. Since tripple buffering can be beneficial, some drivers enable it by default. Some drivers offer the possibility to disable it through the control panel of your OS.
Perhaps this one should be moved to the FAQ.