argor
August 12th, 2008, 00:00
the spec for OpenGL 3.0 are released http://www.opengl.org/registry/doc/glspec30.20080811.pdf
and http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_specifications_to_suppo rt_latest_generations_of/
OpenGL 3.0 introduces dozens of new features including:
Vertex Array Objects to encapsulate vertex array state for easier programming and increased throughput;
non-blocking access to Vertex Buffer Objects with the ability to update and flush a sub-range for enhanced performance;
full framebuffer object functionality including multi-sample buffers, blitting to and from framebuffer objects, rendering to one and two-channel data, and flexible mixing of buffer sizes and formats when rendering to a framebuffer object;
32-bit floating-point textures and render buffers for increased precision and dynamic range in visual and computational operations;
conditional rendering based on occlusion queries for increased performance;
compact half-float vertex and pixel data to save memory and bandwidth;
transform feedback to capture geometry data after vertex transformations into a buffer object to drive additional compute and rendering passes;
four new texture compression schemes for one and two channel textures providing a factor of 2-to-1 storage savings over uncompressed data;
rendering and blending into sRGB framebuffers to enable faithful color reproduction for OpenGL applications without adjusting the monitor's gamma correction;
texture arrays to provide efficient indexed access into a set of textures;
32-bit floating-point depth buffer support.
The new version of the OpenGL Shading Language, GLSL 1.30, provides front-to-back native integer operations including full integer-based texturing, integer input and outputs for vertex and fragment shaders and a full set of integer bitwise operators. It also improves compatibility with OpenGL ES, adds new interpolation modes, includes new forms of explicit control over texturing operations, provides additional built-in functions for manipulating floating-point numbers and introduces switch statements for enhanced flow control within shader programs.
and http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_specifications_to_suppo rt_latest_generations_of/
OpenGL 3.0 introduces dozens of new features including:
Vertex Array Objects to encapsulate vertex array state for easier programming and increased throughput;
non-blocking access to Vertex Buffer Objects with the ability to update and flush a sub-range for enhanced performance;
full framebuffer object functionality including multi-sample buffers, blitting to and from framebuffer objects, rendering to one and two-channel data, and flexible mixing of buffer sizes and formats when rendering to a framebuffer object;
32-bit floating-point textures and render buffers for increased precision and dynamic range in visual and computational operations;
conditional rendering based on occlusion queries for increased performance;
compact half-float vertex and pixel data to save memory and bandwidth;
transform feedback to capture geometry data after vertex transformations into a buffer object to drive additional compute and rendering passes;
four new texture compression schemes for one and two channel textures providing a factor of 2-to-1 storage savings over uncompressed data;
rendering and blending into sRGB framebuffers to enable faithful color reproduction for OpenGL applications without adjusting the monitor's gamma correction;
texture arrays to provide efficient indexed access into a set of textures;
32-bit floating-point depth buffer support.
The new version of the OpenGL Shading Language, GLSL 1.30, provides front-to-back native integer operations including full integer-based texturing, integer input and outputs for vertex and fragment shaders and a full set of integer bitwise operators. It also improves compatibility with OpenGL ES, adds new interpolation modes, includes new forms of explicit control over texturing operations, provides additional built-in functions for manipulating floating-point numbers and introduces switch statements for enhanced flow control within shader programs.