Featured Articles

Intel releases tiny 3G cell modem

Intel releases tiny 3G cell modem

Intel has released a 3G cellular modem with an integrated power amplifier that fits into a 300 mm2 footprint, claiming it…

More...
Braswell 14nm Atom slips to Q2 15

Braswell 14nm Atom slips to Q2 15

It's not all rosy in the house of Intel. It seems that upcoming Atom out-of-order cores might be giving this semiconductor…

More...
TSMC 16nm wafers coming in Q1 2015

TSMC 16nm wafers coming in Q1 2015

TSMC will start producing 16nm wafers in the first quarter of 2015. Sometime in the second quarter production should ramp up…

More...
Skylake-S LGA is 35W to 95W TDP part

Skylake-S LGA is 35W to 95W TDP part

Skylake-S is the ‘tock’ of the Haswell architecture and despite being delayed from the original plan, this desktop part is scheduled…

More...
Aerocool Dead Silence reviewed

Aerocool Dead Silence reviewed

Aerocool is well known for its gamer cases with aggressive styling. However, the Dead Silence chassis offers consumers a new choice,…

More...
Frontpage Slideshow | Copyright © 2006-2010 orks, a business unit of Nuevvo Webware Ltd.
Wednesday, 19 March 2014 17:57

Khronos releases Open GL 3.1 ES

Written by Fuad Abazovic

In time for GDC 14

The new version of the biggest royalty free API has just been announced. OpenGL, once a huge competitor to DirectX in been bumped to version 3.1 in its mobile edition. Here is a list of tweaks and changes.

Key features of the OpenGL ES 3.1 specification include:


• Compute shaders – applications can use the GPU to perform general computing tasks, tightly coupled with graphics rendering. Compute shaders are written in the GLSL ES shading language, and can share data with the graphics pipeline;
• Separate shader objects – applications can program the vertex and fragment shader stages of the GPU independently, and can mix and match vertex and fragment programs without an explicit linking step;
• Indirect draw commands – the GPU can be instructed to take draw commands from its memory rather than waiting for commands from the CPU. For example, this allows a compute shader running on the GPU to perform a physics simulation and then generate the draw commands needed to display the results, without CPU intervention;
• Enhanced texturing functionality – including multisample textures, stencil textures, and texture gather;
• Shading language improvements – new arithmetic and bitfield operations, and features to enable modern styles of shader programming;
• Optional extensions – per-sample shading, advanced blending modes, and more;
• Backward compatibility with OpenGL ES 2.0 and 3.0 – programmers can add ES 3.1 functionality incrementally to working ES 2.0 and 3.0 applications.

The update is rather evolutionary and we will have to wait for Google to release Android support for this feature, and of course we will need some Open GL 3.1 ES hardware in order to be able to use it in games.

The main thing is that the specification has been locked down and now Khronos can work on the new iteration with goal of making the graphics more realistic, faster and less power hungry then today, at least in ES mobile version.

blog comments powered by Disqus

 

Facebook activity

Latest Commented Articles

Recent Comments