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Khronos Unleashes Cutting-Edge, Cross-Platform Graphics Acceleration with OpenGL 4.0

Mar 11, 2010

The Khronos Group announced the release of the OpenGL® 4.0 specification. This is a significant update to the most widely adopted 2D and 3D graphics API, and includes the GLSL 4.00 update to the OpenGL Shading language allowing developers to access the latest generation of GPU acceleration. OpenGL 4.0 further improves the close interoperability with OpenCL™ for accelerating computationally intensive visual applications. Among the new 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; drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention; shader subroutines for significantly increased programming flexibility; 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality. Khronos has also released an OpenGL 3.3 specification, together with a set of ARB extensions, to enable as much OpenGL 4.0 functionality as possible on previous generation GPU hardware. The latest specifications can be downloaded today in OpenGL Registry. An official feedback forum is online at the OpenGL Forums.

Category: Developers

Posted on 03/11 at 01:10 PM

Comments

First, congratulations on the milestone. Second, as a cross-platform developer I would like to use OpenGL exclusively but it’s commercially inviable to use it on Windows, due to the fact that OpenGL just doesn’t work on most machines by default, which forces me to target my game to both DirectX and OpenGL. The OpenGL shortcomings on Windows aren’t a big deal for hardcore games where the users are gonna have good drivers (although they are a cause of too many support calls which makes it inviable anyway) but it’s a show-stopper for casual games.

If it was me in charge of OpenGL I wouldn’t even bother coming up with new versions of the standard until this situation was rectified. I really don’t understand why the effort isn’t put in working with Nvidia, Ati and Microsoft to rectify the situation. If Microsoft wont help just bring back glsetup! Having to run an installer on installation of your product would be fine. But currently the user has to find good drivers by himself and then reboot, this is unacceptable. DirectX on the other hand can be streamlined as part of the installation. Until OpenGL isn’t expected to just work in any Windows box it is dead in the Windows platform. Do something about this please.

Posted by Margott  on  03/11  at  05:11 PM

I would absolutely love to program games using OpenGL, but the process of getting OpenGL to work and run on any of my Windows machines is such a hassle and so convoluted.  Do I use Glut or Glu?

It’s such a shame too, because I love OpenGL.  Programming in OpenGL saves me SO MUCH TIME OVER DIRECTX.

If you guys clean up the setup process of OpenGL, I honestly think that OpenGL WOULD CRUSH THE COMPETITION.

Thanks for letting me vent and congrats on 4.0.

Posted by Rich  on  03/11  at  10:50 PM

I’m really glad OpenGL 4.0 supports tessellation and hardware antialiasing for deferred renderers.  Thank you Khronos!

Posted by Josh  on  03/14  at  03:30 PM

to run OGL on a windows machine is easy , i am not eaven an expert ogl programmer and i run shaders and all, you just need to call the right way the extensions you are using. The OGL extension is a super handy feature wich belong to what is an open standard not like directx .

Posted by ogl_rats  on  03/19  at  09:12 AM

Thanks for useful and interest post. OpenGL is as good as DirectX. I hope that OpenGL will correct the deficiencies of DirectX.

Posted by Olyanya  on  04/01  at  05:10 PM

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