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OpenGL (Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.
Model DVMT Bandwidth Direct3D OpenGL OpenCL; HD Graphics 2010 Desktop Ironlake Celeron G1101 0042 12 533 1720 17 10.1 FL10_0 2.1 ES 2.0 Linux: No No Core i3-5x0 733 21.3 Yes Core i5-6x0 Core i5-655K Core i5-661 900 Laptop Ironlake Celeron U3xxx 0046 166–500 12.8 No Pentium U5xxx Core i3-3x0UM Yes Core i5-5x0UM
Originally introduced as an extension to OpenGL 1.4, GLSL was formally included into the OpenGL 2.0 core in 2004 by the OpenGL ARB. It was the first major revision to OpenGL since the creation of OpenGL 1.0 in 1992. Some benefits of using GLSL are: Cross-platform compatibility on multiple operating systems, including Linux, macOS and Windows.
OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones ...
The OpenGL Utility Library (GLU) is a computer graphics library for OpenGL. It consists of a number of functions that use the base OpenGL library to provide higher-level drawing routines from the more primitive routines that OpenGL provides.
DirectX 10, Shader Model 4.0, OpenGL 3.3, and PCI-Express 2.0 Supports 2nd generation PureVideo HD technology with partial VC1 decoding Outputs include two DVI ports, an HDMI output (using Nvidia DVI to HDMI adapter (included)), and S/PDIF in connector on board for routing audio through the HDMI cable
Model sSpec number Cores Clock rate Burst L2 cache GPU model GPU frequency Memory Connectivity TDP SDP Socket Release date Part number(s) Release price Atom x3-C3130: 2 1.0 GHz — 512 KB Mali 400 MP2 (dual core) 480 MHz 1×32 LPDDR2 800 2G/3G, GPS, Bluetooth, WiFi 2 W H1 2015 Atom x3-C3200RK
The unified shader model uses the same hardware resources for both vertex and fragment processing. In the field of 3D computer graphics, the unified shader model (known in Direct3D 10 as "Shader Model 4.0") refers to a form of shader hardware in a graphical processing unit (GPU) where all of the shader stages in the rendering pipeline (geometry, vertex, pixel, etc.) have the same capabilities.