With OpenGL 4.1, that’s no longer the case the desktop platform is a superset of the embedded one. Previously, OpenGL ES was slightly incompatible with conventional OpenGL. OpenGL has three guises the standard OpenGL used in desktop and workstation hardware, OpenGL ES used in various embedded platforms such as the iPhone and PlayStation 3, and WebGL, which enables webpages to include 3D OpenGL graphics without needing browser plugins. OpenGL 4.1 also strengthens OpenGL’s cross-platform appeal. OpenGL 4.1 allows software to cache the compiled programs and therefore bypass the slow compilation step. The downside is that compilation can be a slow process, and if it has to be performed each time a game starts, for example, it can lead to noticeable delays. This allows the programs to be properly optimized for the specific GPU hardware. Shader programs, an important part of modern 3D software and hardware, are written in a hardware-independent language, and then compiled at runtime by the OpenGL driver. ![]() OpenGL 4.1 includes more robust error handling to make running buggy programs safer, richer debugging features to make developing OpenGL software simpler, and a new ability to save and restore programs written to use the shaders found in modern video hardware. Unless you’re a graphics guru, though, we doubt you’ll be that interested in “64-bit floating-point component vertex shader inputs,” so let’s get to the meat of what you’re after: impressive 3D gaming. ![]() ![]() Only four months after OpenGL 4.0 hit the scene, the next revision of the cross-platform graphics API is here, bearing gifts of fancier math and more cribbed DirectX 11 features. ARM And AMD Collaborate For The Adoption Of Chip Security…
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