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Old March 11th, 2010, 20:09   #1
KrossX
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Khronos Press Release: OpenGL 4.0

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

Open standard 3D API specification available immediately; Provides performance, quality and flexibility enhancements including tessellation and double precision shaders; Tight integration with OpenCL for seamless visual computing

March 11, 2010 – San Francisco, GDC 2010 –The Khronos™ Group today announced the release of the OpenGL® 4.0 specification; a significant update to the most widely adopted 2D and 3D graphics API (application programming interface) that is deployed on all major desktop operating systems. OpenGL 4.0 brings the very latest in cross-platform graphics acceleration and functionality to personal computers and workstations and the OpenGL standard serves as the basis for OpenGL® ES, the graphics standard on virtually every shipping smart phone.

The OpenGL 4.0 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.00 update to the OpenGL Shading language in order to enable developers to access the latest generation of GPU acceleration with significantly enhanced graphics quality, acceleration performance and programming flexibility. This new release continues the rapid evolution of the royalty-free OpenGL standard to enable graphics developers to portably access cutting-edge GPU functionality across diverse operating systems and platforms.

[...]

OpenGL 4.0 has been specifically designed to bring significant benefits to application developers, including:
  • 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 for increased rendering quality and anti-aliasing flexibility;
  • drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention;
  • shader subroutines for significantly increased programming flexibility;
  • separation of texture state and texture data through the addition of a new object type called sampler objects;
  • 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality;
  • performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query.

[...]

Full article @ Khronos
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Old March 11th, 2010, 20:38   #2
Squall-Leonhart
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It'll be ready by 2014.
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Old March 11th, 2010, 20:46   #3
Hard core Rikki
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Developper thoughts on this > press releases and statements from Khronos.
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Old March 11th, 2010, 21:28   #4
KrossX
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If only OpenGL 3 would've been what it promised at first...
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