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OpenGL 3.3 and OpenGL 4.0
Posted on 14 March 2010 Neill No comments
The Khronos Group announced the release of the OpenGL® 4.0 specification. This is a significant update to the most widely adopted 2D and 3D graphics API, and includes the GLSL 4.00 update to the OpenGL Shading language allowing developers to access the latest generation of GPU acceleration. Here is a specification - http://www.opengl.org/registry/
Among the new features:
- two new shader stages that enable the GPU to offload geometry tessellation from the CPU;
- per-sample fragment shaders and programmable fragment shader input positions;
- drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;
- shader subroutines for significantly increased programming flexibility;
- 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality.
I’ll have to somehow try at least OpenGL 3.0, I’m a recent emergence of a large number of netbooks with built-in Intel is a weak video card, I still pulled back by five years. I want to believe that the market situation is temporary and with the advent of NVidia ION it will change and we will make beautiful, quality applications in the near future.
Miscellaneous 2010, News, OpenGL, overviewLeave a Reply
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