Vertex/texture buffers, multiple FBOs, instanced rendering, samplers, and a complete GLSL 330 feature set – enough for 99% of non-AAA real-time applications.

The room was abuzz with wonder. The realistic trees, the dancing light, and the creatures that seemed to pulse with life all combined to create an immersive experience that left the onlookers spellbound. Elian had succeeded in capturing the essence of Aethoria, and in doing so, had proven himself a master of OpenGL 3.3.

| Use 3.3 if... | Use 4.6 if... | |---------------|----------------| | You need macOS compatibility | You are on Windows/Linux only | | Teaching beginners shader-based graphics | You need compute shaders / DSA | | Writing a software rasterizer or emulator | Performance is critical & GPU is modern | | Targeting embedded or older hardware | You want SPIR-V or debug groups |