OS X :: Khronos Announces The OpenGL 3.3/4.0 Specifications?

Mar 11, 2010

[URL]
Excerpted:

Quote:

OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications. OpenGL 4.0 also continues support for both the Core and Compatibility profiles first introduced with OpenGL 3.2, enabling developers to use a streamlined API or retain backwards compatibility for existing OpenGL code, depending on their market needs.
OpenGL 4.0 has been specifically designed to bring significant benefits to application developers, including:

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 for increased rendering quality and anti-aliasing flexibility;
drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;

shader subroutines for significantly increased programming flexibility;
separation of texture state and texture data through the addition of a new object type called sampler objects;

64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality;

performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query.

Lastly, Khronos has simultaneously released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware; providing maximum flexibility and platform coverage for application developers. The full OpenGL 3.3 specification is also available for immediate download at [URL]

"The release of OpenGL 4.0 is a major step forward in bringing state-of-the-art functionality to cross-platform graphics acceleration, and strengthens OpenGL's leadership position as the epicenter of 3D graphics on the web, on mobile devices as well as on the desktop," said Barthold Lichtenbelt, OpenGL ARB working group chair and senior manager Core OpenGL at NVIDIA. "NVIDIA is pleased to announce that its upcoming Fermi-based graphics accelerators will fully support OpenGL 4.0 at launch."

"AMD sees the release of OpenGL 4.0 as another major accomplishment for the OpenGL ARB," said Ben Bar-Haim, vice president of design engineering at AMD. "AMD contributes to the Khronos workgroups, and we consistently find that Khronos is successful at developing healthy, thriving, and evolving open standards such as OpenGL and OpenCL."

"OpenGL 4.0 continues the ARB's schedule-driven roll-out of new functionality, and this significant major release enables developers to access leading-edge GPU functionality across multiple platforms with full backwards compatibility," said Neil Trevett, president of the Khronos Group and vice president at NVIDIA. "OpenGL continues to be a keystone in the Khronos API ecosystem, through driving innovation into OpenGL ES and WebGL™ to bring high-performance programmable graphics to mobile platforms and the Web, and by interoperating with OpenCL to create a seamless visual and compute platform for application developers."

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"As we transition from entertainment as a product to entertainment as a service, customers and developers need open, high-quality Internet clients," said Gabe Newell, president of Valve. "The Mac is a great platform for entertainment services."

Jason Holtman, director of business development at Valve, said the partners who sell games through the Steam online service, are "very excited" about embracing the Mac platform. The statement would imply that developers other than Valve intend to make their titles compatible with the Mac.

"Steamworks for the Mac supports all of the Steamworks APIs, and we have added a new feature, called Steam Play, which allows customers who purchase the product for the Mac or Windows to play on the other platform free of charge," Holtman said. "For example, Steam Play, in combination with the Steam Cloud, allows a gamer playing on their work PC to go home and pick up playing the same game at the same point on their home Mac. We expect most developers and publishers to take advantage of Steam Play."

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