OpenGL (Open Graphics Library) is a graphics API used by FlightGear. It was developed by Silicon Graphics and first released in 1992.
Currently FlightGear requires OpenGL 1.2, but more likely 2.0, and recommends 2.1 or above. However, over the course of the next 12-18 months, this in the process of changing (see #Status for details).
Last updated: 02/2022
|Note FlightGear is currently undergoing a lot of huge changes. More importantly: Adopting OSG 3.6+, moving to the OpenGL core profile, WS 3.0, Osm2city buildings, Photoscenery and Compositor shadows & lights.
Also, as part of the CompositeViewer effort, Canvas FBO rendering is in the process of being moved out of the scene graph into dedicated viewer-level cameras, which provides better support/integration with OSG threading and fixes the long-standing issue where Canvas textures were being rendered twice per view unnecessarily due to the original new/far camera scheme.
Furthermore, to support Canvas (actually CanvasPath/all SVG handling) on Core profile, the plan is to migrate our Canvas Path backend from Shiva to ‘something else’ (see Shiva Alternatives) which implements the required drawing operations, unlike Shiva, ShaderVG or NanoVG can target Core-profile OpenGL.
It is likely the non-shader code path (fixed-function pipeline) will also go away in the next twelve months (~ early/mid 2022). We tried to communicate this: 2020.3 is the last release that will work on really old hardware: 'next' and future releases will need a more modern machine with an OpenGL 4 / DX12 class GPU. 'next' is work-in-progress: likely 12 or 18 months before it becomes a release. In that time the build dependencies, minimum system requirements, performance baseline and basically everything else are going to change (and keep changing). Of course, we'll try to make it work on as wide a range of hardware as possible, but right now we don't know, and it would be incorrect to speculate or promise anything. (Eg, we cannot say 'an Intel 4000 will work but an Intel 3000 won't - we have no idea!)
If 'next' works for someone, that is great, but if you want stability, stable FPS and compatibility with older hardware, there is an easy answer: use 2020.3. That's what we recommend for everyone who wants to fly and enjoy flying.  The macOS and Windows nightly builds are now running OSG 3.6.5, so people can hopefully start testing WS3.0  Also, be aware that the binary builds also switched to OSG 3.6, so that may have an FPS impact as well (either higher or lower…)
We’re actively going to switch to Core profile, on next, in the coming months: at least that is James' big goal for 2021 development, personally.
Maybe not getting as far as Vulkan/VSG (it would be nice but a lot more work….) but certainly getting our use of the OSG API as modern as possible, and getting the shaders into a OpenGL 4.x variant. (Eg, if MoltenGL can host us, that would be good for macOS…)
James would expect as a result of that, we would require OpenGL 4.1 or 4.2 on next: we could do 3.3 at a push but why bother? Apple supports 4.2  and everyone else can update their drivers. Writing clean shaders will be so much easier if we can rely on 4.2 features as a baseline.
That would imply 2020.3 is the last OpenGL 2.x / non-shader release, but James also suspects on plenty of lower-spec machines, using OpenGL 4 and shaders will give us *better* FPS than our current fixed-function code. Given lower-spec machines have Intel graphics and the Intel drivers are terrible bad at fixed-function.
|Note 02/2022: As part of the Core profile migration, we need to replace ShivaVG (which is the functional guts of CanvasPath.cxx) with a shader based implementation, ideally Nanovg, although Scott has indicated this might not be as easy as originally thought.|
Scott has been working on preparing to make the switch to OpenGL Core Profile :
- Compile OSG with Core - Done
- Disable (a.k.a hack) SG/FG features requiring compatibility profile Done
- Review GLSL shaders to identify where changes are required - Done
- Refactor GLSL shaders 
All the shaders are *330 core* compatible at the moment. Scott has been declaring *460 core*, but that will not be the final targeted version. We've discussed *420 core* as a potential soft target.
For the time being, we should probably target 410 at most. We will have to decide if we want to remain at 330 or we want to push to 410. The changes are not too significant, the main differences seem to be that 410 supports 32 bit floating point textures and tessellation shaders.
- Official website