OpenGL ES 3.2 & New Extensions Unveiled
An anonymous reader writes: With kicking off ACM SIGGRAPH '15, The Khronos Group came out with several big announcements, including the release of OpenGL ES 3.2 (which incorporates Android AEP functionality), confirmation that Google will support Vulkan on Android (when released), new desktop OpenGL extensions, and updates to the existing OpenCL 2.0 specification. They stopped short of releasing the heavily anticipated Vulkan Graphics API and also refrained from releasing a new desktop OpenGL version. They hope to have the Vulkan specification and its implementations released before year's end.
Helluva phone you got there.
The whole draw of OpenGL was that developers could just add in the effects they wanted and allow users to turn them on/off to improve looks/performance. You weren't reliant upon the static/unflexible capabilities of APIs like D3D.
Now they're just playing the copycat game, and ignoring their biggest strength, to truly push GPU hardware to the limit.
What a fucking joke.
Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
but with dx12 comes windows....
great pick
Here's a quick demo we've written for SIGGRAPH that compares Vulkan and OpenGL ES performance for Android on a prototype driver.
I'm quite amazed that Vulkan will support all versions of Windows from XP onwards. So you can have the low overhead of DirectX 12 without forcing your users to upgrade to Windows 10.
I can see a lot of game developers migrating to Vulkan, just because they get more sales the more OS versions they support
but with dx12 comes windows....
Who cares? I want my programs to run well and effectively utilize my hardware, if Windows provides that then why would I care what the operating system is?
Every time I set out to learn OpenGL, I just get put off by how fucked up it is. Not necessarily just being low level, but the sheer disrespect of host programming language, standardization and modern design practices. It's OK to use float[] instead of ByteBuffer. Textures can be objects instead of integers. Modern GPUs can handle one modern standard compressed texture format with alpha. Maybe one day I will find a decent wrapper that takes away unnecessary grant work. Until then I will just look for more satisfying and less tedious problems to solve.
Because Windows 10 is full of ads?