complexity
Last time I compared opengl3 with opengl4, I think I noted than opengl4 was simpler than opengl3 for the good reasons. Regarding opengl ES 2, I though about it like it was opengl as it was supposed to be (for modern hardware and simple). Now saying that opengl ES3 will feature many elements from opengl3 scares me...
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OpenGL ES 3.0 Will Be Here This Summer
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Based on OpenGL 3.2+ rather than 3.3, i wonder if this answers why beyond3D people are saying that DX10 style geometry shaders are not part of the spec (added to OpenGL in 3.3 i believe)?
Why would they cut that feature out? over and above more complex shader operations, geometry shaders were one of the key functionality advancements that DX10 added over the old 9.x series......
Does it also increase or decrease the likelyhood that PowerVR 554 series gpu's will be able to accomodate ES 3.0 (and whether PowerVR provides a driver to bring that support)?
Finally, how long before we see mobile platforms actually embrace OpenGL ES 3.0 (such as android, QNX, IOS, etc)?
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It would be interesting if you could tell us what the significant changes are.
I'd also like to know how this type of advancement could one day affect Wayland. Will they one day bump its requirements to ES3.0 or is that forever unessential for a compositor.
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OpenGL ES 3.0 Will Be Here This Summer
Phoronix: OpenGL ES 3.0 Will Be Here This Summer
While OpenGL ES 3.0 has been speculated about for months, the specification will be formally released by the Khronos Group this summer...
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