OpenGL4 announced

Posted: March 11, 2010 in Games, IT/Dev

Khronos announced OpenGL4 (specification only for now, we will have to wait for implementations), that includes the following 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 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.

Meanwhile, OpenGL 3.3 is aimed at bringing most of OpenGL4 features to older GPUs.


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