News
 

Bookmark and Share

(0) 

The Khronos Group this week publicly released the OpenGL 3.1 specification that modernizes and streamlines the cross-platform API. OpenGL 3.1 includes GLSL 1.40, a new version of the OpenGL shading language, and provides enhanced access to the latest programmable graphics hardware through improved programmability, more efficient vertex processing, expanded texturing functionality and increased buffer management flexibility.

“The rapid nine month development of OpenGL 3.1 demonstrates the schedule-driven approach to the standard that is enabling and inspiring cutting edge, cross-platform GPU functionality,” said Barthold Lichtenbelt, chairman of the OpenGL ARB working group at Khronos.

OpenGL 3.1 leverages the evolutionary model introduced in OpenGL 3.0 to dramatically streamline the API for simpler and more efficient software development, and accelerates the ongoing convergence with the widely available OpenGL ES mobile and embedded 3D API to unify application development. The OpenGL 3.1 specification enables developers to leverage state-of-the-art graphics hardware available on a significant number of installed GPUs across all desktop operating systems. All existing graphics processors that support OGL 3.0 will also support 3.1 with proper drivers.

“OpenGL 3.1 answers the requests from the developer community to streamline and modernize the OpenGL API. The OpenGL ARB will continue to leverage the unique evolutionary model introduced in OpenGL 3.0 to drive the ongoing revolution in OpenGL while ensuring backwards compatibility where it is needed,” explained Mr. Lichtenbelt.

OpenGL 3.1 introduces a broad range of significant new features including:

  • Texture Buffer Objects - a new texture type that holds a one-dimensional array of texels of a specified format, enabling extremely large arrays to be accessed by a shader, vital for a wide variety of GPU compute applications;
  • Signed Normalized Textures – new integer texture formats that represent a value in the range [-1.0,1.0];
  • Uniform Buffer Objects - enables rapid swapping of blocks of uniforms for flexible pipeline control, rapid updating of uniform values and sharing of uniform values across program objects;
  • More samplers – now at least 16 texture image units must be accessible to vertex shaders in addition to the 16 already guaranteed to be accessible to fragment shaders;
  • Primitive Restart – to easily restart an executing primitive, useful for efficiently drawing a mesh with many triangle strips, for example;
  • Instancing - the ability to draw objects multiple times by re-using vertex data to reduce duplicated data and number of API calls;
  • CopyBuffer API – accelerated copies from one buffer object to another, useful for many applications including those that share buffers with OpenCL™ 1.0 for advanced visual computing applications.

Concurrently with the release of the OpenGL 3.1 specification, the OpenGL ARB has released an optional compatibility extension that enables application developers to access the OpenGL 1.X/2.X functionality removed in OpenGL 3.1, ensuring full backwards compatibility for applications that require it.

Tags: OpenGL, ATI, AMD, Radeon, Nvidia, , Intel, Geforce, S3 Graphics

Discussion

Comments currently: 0

Add your Comment




Related news

Latest News

Friday, May 17, 2013

11:57 pm | 4K Ultra-High Definition TVs Set to Become New Standard – Report. 4K Ultra-High Definition TVs Set to Become New Standard – Report

11:50 pm | Sales of Nintendo Wii U Hit Another Low in the U.S. Nintendo Wii U Just Cannot Become Popular

Thursday, May 16, 2013

11:41 pm | Dell Admits Windows 8 Did Not Meet Expectations, Pins Hopes on “Blue” Updates. Dell Disappointed with Windows 8, But Believes in the Future

10:59 pm | AMD Needs More Than Game Console Design Wins to Offset PC Market Declines – Analysts. AMD Has to Develop Competitive Product Lineup to Survive in Current Environment

10:33 pm | Corning Introduces Corning Lotus XT Glass for High-Performance Displays. Corning Advances Glass Substrate for High-Performance Displays

9:51 pm | True Stereo-3D Will Require 330MP – 3.3GP Resolutions, Says Developer of 8K Video Format. NHK: 8K Is the Final 2D Format, All Future Formats Will Be in 3D

9:41 pm | Innodisk Begins to Ship DDR4 RDIMM Samples to Server Makers. Independent DIMM Supplier Samples DDR4 RDIMMs

8:56 pm | Samsung Develops 45nm Embedded Flash Logic Process Technology. Samsung Successfully Tests 45nm Embedded Flash Logic Manufacturing Tech

7:57 pm | NHK Shows World’s First 8K Movie at Cannes Film Festival. Japanese National Broadcasting Company Demos 8K Movie, Content to Film Industry

7:27 pm | Intel’s Paul Otellini: Lack of Chip for iPhone, iPad Was My Worst Mistake. Intel’s Outgoing CEO Regrets About Mission Opportunities with Apple iOS