To check your OpenGL version for Resolume:
| Feature | Implementation in Arena | | :--- | :--- | | | All 100+ built-in effects (RGB Split, Radial Blur, Edge Detection) are written in GLSL 4.10, allowing per-pixel operations on the GPU. Custom shaders can also be compiled in real-time. | | Texture Buffer Objects | Used for storing large lookup tables (LUTs) for color correction without consuming sampler slots, critical for advanced grading on input sources. | | Separate Shader Objects | Enables Arena to mix and match vertex and fragment shaders from different effect blocks dynamically, reducing compilation overhead when chaining multiple effects. | | Instanced Rendering | Essential for the Advanced Output map. When rendering hundreds of projection mapping slices (e.g., for a building facade), OpenGL 4.1 draws the same geometry multiple times with different transform matrices, drastically reducing CPU draw calls. | | SRGB Framebuffers | Ensures linear color space workflow inside Arena, leading to physically accurate blend modes (Add, Multiply, Screen) and consistent brightness when outputting to projectors or LED processors. | resolume arena opengl 4.1
In previous OpenGL versions, changing effects meant swapping entire shader programs, which is slow. OpenGL 4.1 introduced , allowing Resolume to switch between different effect logic (e.g., from "Edge Detection" to "Glow") without recompiling the shader on the fly. For a VJ triggering effects at BPM speeds, this eliminates stutter. To check your OpenGL version for Resolume: |