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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.
OpenGL 4.6 with spir-V and Vulkan 1.1.80 are in WIP. The soft Driver for virtual machines VIRGL is ready for OpenGL 4.3 and OpenGL ES 3.2. RadeonSI is also ready for OpenGL ES 3.2. ASTC Texture Compression Support and Compatibility Modus Support for OpenGL 4.4 (3.1 in 18.1) are other highlights in RadeonSI for AMD GCN Cards.
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.
10.1 11.1 Windows 8+ FL10_1 3.1 Windows 3.3 macOS [25] 3.3 Linux ES 3.0 Linux: No 21.3 1720 No Desktop Celeron G4x0 Celeron G5x0 Celeron G530T Pentium G6xx Pentium G6x0T Pentium G8x0 650–1100 HD Graphics 2000: Desktop: Core i3-2102 Core i3-21x0 Core i3-21x0T Core i5-2xx0 Core i5-2x00S Core i5-2xx0T Core i7-2600 Core i7-2600S: 0102: 650–1350 ...
Windows XP 32-bit & Media Center Edition: version 340.52 released on July 29, 2014; Download Windows XP 64-bit: version 340.52 released on July 29, 2014; Download Windows Vista, 7, 8, 8.1 32-bit: version 342.01 (WHQL) released on December 14, 2016; Download
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 ...
Cards from such vendors differ on implementing data-format support, such as integer and floating-point formats (32-bit and 64-bit). Microsoft introduced a Shader Model standard, to help rank the various features of graphic cards into a simple Shader Model version number (1.0, 2.0, 3.0, etc.).
The end products (i.e. the graphics card) differentiate substantially by the provided graphics device drivers and through the available professional support for the software. The product line is split into two categories: "W" workstation series focusing on workstation and primarily focusing on graphics and display, and "S" server series focused ...