OpenGL 4.3 and OpenGL ES 3.0 released
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Kapp 20 years after the release of OpenGL 1.0 has been published since 2006 for the development of license-free design to counter the new Direct3D responsible Khronos Group Version 4.3 of the OpenGL graphics API.
The development of the original Silicon Graphics (SGI), designed by platform and programming language independent APIs for creating 2D and 3D computer graphics, OpenGL is since version 2.1 in the hands of the Khronos Group , although the OpenGL standard from 1992 now also belonging to the Khronos Group OpenGL ARB set (Architecture Review Board) is composed of the most renowned hardware and graphics card manufacturer. Microsoft has only founding member left the ARB 2003rd.
The Khronos Group is a 3D graphics interface, OpenGL 3.4 graphics on the occasion of the exhibition SIGGRAPH in Los Angeles presented . The complete specification of all new features can be found on the OpenGL website read. Nvidia already has a first beta driver with support for OpenGL 4.3 on its developer site published.
As usual, the new OpenGL version 4.3 is backward compatible with its predecessor. Many of the new features resulting from feedback from developers. The most important new features is that “compute shader” now exploit the parallelism in GPUs, so that many calculations as universal image geometry and volume can be calculated directly from the graphics pipeline. Specially adapted programs is provided, it therefore possible to make so far processed in parallel by the CPU cores taken over the tasks of graphics cores. Compute shaders in OpenGL, the quasi-Complementary technology to OpenCL, DirectX 11 from As an application called Khronos such as photo editing or geometry calculations. In addition, the calculation of compute shaders in the graphics core enables more complex effects in games. Furthermore, allowing storage buffer shaders to read and write large amounts of data, as well as replacement of the data between the shader stages.
Additionally, OpenGL 4.3 supports OpenGL ES 3.0 now as well as the texture compression formats and EAC ETC2. In addition, mobile OpenGL ES 3.0 applications with OpenGL 4.3, running on the desktop and the texture limits the current platform can now also query. OpenGL-4.3 now supports multiple drawing and indirect. Here, the GPU cache parameters and use it for several drawing commands, which will accelerate, especially the drawing of many simple objects. Finally, the developers have also provided for greater security. The aim is applications can access only its own buffer. With several parallel applications running OpenGL 3.4 also ensures that the reset does not affect the GPU by an application other applications.