OpenGL 4 with GLSL shading language have become a standard on many common architectures (Mac, Linux, Windows, , ...) from a couple of years. In the mean time, high-order methods (for flow solution and for meshing algorithm) are emerging. Many of them have proven their abilities to provide accurate results on complex (3D) geometries. However, the assessment of a particular meshing algorithm or of a high-order numerical scheme strongly relies on the capacity to validate and inspect visually the current mesh/solution at hand. However, having at the same time, an accurate and interactive visualization process for high-order mesh/solution is still a challenge as complex process are usually involved in the graphic pipeline: non linear root finding, ray tracing, GPU programming,. .. . In this paper, we discuss the current status and issues of using the (raw) OpenGL 4 pipeline to render curved high-order entities, and almost pixel-exact solutions. We illustrate this process on meshes and solutions issued from high-order curved from CAD and with high-order interpolated solutions.