OpenGL Version 4.3 Released
An anonymous reader writes "The Khronos Group has released the specification for OpenGL 4.3 at the SIGGRAPH 2012 conference in Los Angeles. New functionality includes: compute shaders that harness GPU parallelism for advanced computation, shader storage buffers, improved debug message output, high quality ETC2 / EAC texture compression as a standard feature, memory security improvements, robustness improvements, texture parameter queries, and more."
The Khronos Group also released the OpenGL for Embedded Systems 3.0 specification, which is backwards-compatible with version 2.0. The new specification includes enhancements to the rendering pipeline, "a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations," and improved texturing functionality, among other things.
Thank goodness the Khronos Group took over from the old OpenGL Architecture Review Board (ARB). There has been great progress in OpenGL since then, catching up to Direct3D which had come from behind. With this OpenGL we can have this goodness on all desktop (Windows including XP, Linux, Mac, Unix) and mobile computing platforms (iOS, iPad, Android). Personally I'm most looking forward to the improved debug message output - hopefully that should save me some time tearing my hair out trying to resolve my mental model of what is going on vs. the realities/subtleties of GPU programming.
When is apple going to get with the program related to 3D graphics? With Lion, they finally released drivers for OpenGL 3.3. Now, they are currently about 4 generations behind this new release. You would think, that with their success of their devices with fairly nice GPU's, that they would try to court gamers and developers. Let's face a hard truth. The most successful apps past and present are games. I know they want their drivers to be stable and all but they are way behind. I don't understand why they can't work with amd and nvidia on getting some stable driver releases...especially now with retina displays.
Perhaps someone can explain what there thinking is here because I feel like they are missing out on some opportunities.
I always wondered why OpenGL never caught on, until I read this explanation at stackexchange.
Great.. :-( one more version for Mesa to be behind of..
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"Windows is slowly losing relevance" - by peppepz (1311345) on Wednesday August 08, @02:22AM (#40915185)
#1 Most Used/Biggest Marketshare on PC Desktops + Servers combined, & it's "losing relevance"? Then MacOS X + Linux never had it @ all, just based on the numbers, & don't argue with me - as the saying goes, "argue with the numbers": See here, "Read 'em & weep" -> http://en.wikipedia.org/wiki/Usage_share_of_operating_systems
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Parent said "Windows is slowly losing relevance", the article you refer to shows current market share of operating systems, not change in time, so here are some relevant numbers you can argue with.
From September 2008 to April 2012:
Windows: 90.87% -> 84.13%
Mac: 8.69% -> 14.80%
Linux: 0.41% -> 0.86%
So it seems it is true that Windows is slowly losing relevance. In the same period of time Linux doubled its usage. And I suspect they are not taking into account mobile devices such as cellphones and tablets.
I've used AND created OpenGL screensavers for Windows since Windows 2000, XP, Server 2003 - based on the OpenGL 2.1 standard
If your screensavers look anything like your posts, I'm not interested.
if you have a fairly recent mac chances are the graphics hardware can do ALL the great OpenGL stuff. Thats what makes it even more puzzling. Its not that the hardware on these systems aren't there. There just isn't any drivers. Right now my macbook pro can perform all OpenGL 4.1 commands. But no drivers since Apple has been twiddling their thumbs.