Opengl 4.3 5970
* a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations * high quality ETC2 / EAC texture compression as a standard feature, eliminating the need for a different set of textures for each platform * multiple enhancements to the rendering pipeline to enable acceleration of advanced visual effects including: occlusion queries, transform feedback, instanced rendering and support for four or more rendering targets New functionality in the OpenGL ES 3.0 specification includes: "OpenGL ES 3.0 draws on proven functionality from OpenGL 3.3 and 4.2 and carefully balances the introduction of leading-edge technology with addressing the real-world needs of developers," said Tom Olson, chairman of the OpenGL ES Working Group and director of graphics research at ARM.
#Opengl 4.3 5970 download#
The full specification and reference materials are available for immediate download at. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. OpenGL ES 3.0 provides access to state-of-the-art graphics processing unit (GPU) functionality with portability across diverse mobile and embedded operating systems and platforms.
Next generation mobile applications to benefit from richer 3D feature set and enhanced portabilityĪugust 6th, 2012 – Los Angeles, SIGGRAPH 2012 – The Khronos™ Group today announced the immediate release of the OpenGL® ES 3.0 specification, bringing significant functionality and portability enhancements to the industry-leading, royalty-free 3D graphics API (application programming interface) that is used on the majority of the world's smartphones and tablets. Khronos Releases OpenGL ES 3.0 Specification to Bring Mobile 3D Graphics to the Next Level All of the new standards promise a bright future in graphics for those living outside of Microsoft's Direct3D universe, although we'd advise being patient: there won't be a full Open GL ES 3.0 testing suite for as long as six months, and any next-generation phones or tablets will still need the graphics hardware to match. Don't worry, desktop users still get some love through OpenGL 4.3: it adds the new ASTC tricks, new visual effects (think blur) and support for compute shaders without always needing to use OpenCL. OpenVL is also coming to give augmented reality apps their own standard. OpenGL ES 3.0 represents a big leap in textures, introducing "guaranteed support" for more advanced texture effects as well as a new version of ASTC compression that further shrinks texture footprints without a conspicuous visual hit.
Mobile graphics are clearly setting the agenda at SIGGRAPH this year - ARM's Mali T600-series parts have just been chased up by a new Khronos Group standard that will likely keep those future video cores well-fed.