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OpenGL 4.0 was released alongside version 3.3. It was designed for hardware able to support Direct3D 11. As in OpenGL 3.0, this version of OpenGL contains a high number of fairly inconsequential extensions, designed to thoroughly expose the abilities of Direct3D 11-class hardware. Only the most influential extensions are listed below.
OpenGL Shading Language (GLSL) is a high-level shading language with a syntax based on the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
It is backwards compatible with OpenGL ES 2.0, and partially compatible with WebGL 2.0, [19] as WebGL 2.0 was designed to have a high degree of interoperability with OpenGL ES 3.0. [20] The current version of the OpenGL ES 3.0 standard is 3.0.6, released in November 2019. [21] New functionality in the OpenGL ES 3.0 specification includes:
WebGL 2.0 is based on OpenGL ES 3.0. It guarantees the availability of many optional extensions of WebGL 1.0, and exposes new APIs. [7] Automatic memory management is provided implicitly by JavaScript. [4] Like OpenGL ES 2.0, WebGL lacks the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. This functionality, if ...
ANGLE (software) ANGLE (Almost Native Graphics Layer Engine) is an open source, cross-platform graphics engine abstraction layer developed by Google. [1] ANGLE translates OpenGL ES 2/3 calls to DirectX 9, 11, OpenGL or Vulkan API calls. [2][3][4][5] It is a portable version of OpenGL but with limitations of OpenGL ES standard. [6][7]
With version 1.0 OpenCL 1.2 was nearly fully implemented along with some 2.x features. [114] Version 1.2 is with LLVM/CLANG 6.0, 7.0 and Full OpenCL 1.2 support with all closed tickets in Milestone 1.2. [114] [115] OpenCL 2.0 is nearly full implemented. [116] Version 1.3 Supports Mac OS X. [117] Version 1.4 includes support for LLVM 8.0 and 9.0 ...
EGL (API) EGL is an interface between Khronos rendering APIs (such as OpenGL, OpenGL ES or OpenVG) and the underlying native platform windowing system. EGL handles graphics context management, surface / buffer binding, rendering synchronization, and enables "high-performance, accelerated, mixed-mode 2D and 3D rendering using other Khronos APIs ...
The 1.1.0 version is the reference implementation for JSR-231 (Java Bindings for OpenGL). [5] The 1.1.1 release gave limited access to GLU NURBS, providing rendering of curved lines and surfaces via the traditional GLU APIs. The 2.3.2 release added support for OpenGL versions up to 4.5, and OpenGL ES versions up to 3.2.