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The Khronos Group on Monday announced the immediate release of the OpenGL 4.2 specification. The OpenGL 4.2 specification brings new features that extend functionality available to developers and enables increased application performance to the widely adopted cross-platform 2D and 3D graphics API (application programming interface).

“OpenGL 4.2 has integrated feedback from developers that are shipping significant OpenGL-based applications and games, making for a faster, more capable API which will continue to evolve to meet market needs," said Barthold Lichtenbelt, working group chair of the OpenGL ARB and director of Tegra graphics at Nvidia.

The OpenGL 4.2 specification has been defined by the OpenGL ARB (architecture review board) working group at Khronos, and includes the GLSL 4.20 update to the OpenGL shading language.  New functionality in the OpenGL 4.2 specification includes:

  • Enabling shaders with atomic counters and load/store/atomic read-modify-write operations to a single level of a texture. These capabilities can be combined, for example, to maintain a counter at each pixel in a buffer object for single-rendering-pass order-independent transparency;
  • Capturing GPU-tessellated geometry and drawing multiple instances of the result of a transform feedback to enable complex objects to be efficiently repositioned and replicated;
  •  Modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements;
  • Packing multiple 8 and 16 bit values into a single 32-bit value for efficient shader processing with significantly reduced  memory storage and bandwidth, especially useful when transferring data between shader stages.

Nvidia has already released production OpenGL 4.2 drivers today, enabling developers to immediately leverage this new functionality on Nvidia GPUs. AMD plans to release our OpenGL 4.2 beta drivers with the publication of the OpenGL 4.2 specification

“AMD strongly supports industry standards and congratulates the Khronos Group on their success in the rapid evolution of OpenGL and its other open standards that enable brilliant computing experiences," said Ben Bar-Haim, corporate vice president of AMD software development.

Tags: Khronos, OpenGL, Nvidia, AMD, Geforce, Radeon


Comments currently: 10
Discussion started: 08/09/11 04:51:59 AM
Latest comment: 11/30/15 11:10:47 PM
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khronos group sucks so much that let directX leave openGL far behind.

I hope things will change, but it doesn't look this way.
0 0 [Posted by: nitro912gr  | Date: 08/09/11 04:51:59 AM]
- collapse thread

didn't opengl already have tesselation before dx 11 and it is cross platform so it works on appel windows and even linux and so on. this will become the standard and it is open source so it will evolve faster
0 0 [Posted by: massau  | Date: 08/09/11 07:17:27 AM]
Even the web.

Many web based 3D projects use a derivitive of OpenGL.
0 0 [Posted by: Xer0  | Date: 08/09/11 02:45:55 PM]
this doesn't mean it is better or equal to directX.
0 0 [Posted by: nitro912gr  | Date: 08/11/11 05:20:29 AM]
this is not as open as you may believe, I think here in xbit I had seen an article about this, how that group is slow in progress and it's low flexibility.

Also the features may exist, but the question here is, how easy are for the developers to putt in use?
0 0 [Posted by: nitro912gr  | Date: 08/11/11 05:19:50 AM]


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