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The conference of game developers GDC 2010 in San- Francisco served as a place for the announcement of openGL 4.0 specifications.
OpenGL 4.0 includes the following basic changes:
- Two new steps of shader working, which allow to transfer working tessellation from the central processor to GPU;
- Support of a selective shader fragments (per-sample of fragment shaders) and of programmed fragment shader of input positions for the increase in the quality of rendering and flexibility in smoothing control;
- Tracing given, generated OpenGL or by external API as OpenCL, without the participation of the central processor;
- Shader subprograms will help to considerably increase the flexibility of writing programs;
- Separation of textures state and textural given through the addition of new type data;
- 64- bit double precision with the floating point operations with shader for an increase in accuracy and rendering quality;
- Increase in the productivity, including shader geometry model, the array model and new demands.
In the composition Of openGL 4.0 enters GLSL 4.00 : the new version of programming language shader openGL, and the support of the newest GPU possibilities last generation and developments in the region of the programmed hardware.
Simultaneously Khronos group declared about the release of openGL 3.3 specifications with an expansion collection, which maximally approach the functionality Of openGL 4.0 on the hardware base of the previous generation.
NVIDIA and ATI representatives reported that soon they will release the corresponding drivers update for existing and future graphic accelerators with the support Of shader model 5.0. Related Products :
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