More importantly, though, OpenGL - again, like DirectX and Direct3D - is a very high-level API that makes it hard to efficiently run code on the GPU directly. Much like DirectX (which is only a little younger), OpenGL has gained a lot of bulk and scar tissue over the years. With more than 22 years under its belt, OpenGL (originally released by SGI in 1992) is the oldest high-level 3D graphics API still in popular use. Khronos has an uphill struggle ahead, though: While AMD and Microsoft are focusing on their own specific implementations, OpenGL NG will be a cross-platform solution for all operating systems and hardware makers, just like the existing OpenGL specs. The idea, much like AMD’s Mantle and DirectX 12, is to build an entirely new version of OpenGL that removes a lot of the abstraction, significantly reducing the overhead and inefficiencies when working at a low level with the bare metal GPU hardware. Next Generation OpenGL (OpenGL NG), however, is a complete rebuild of the OpenGL API. OpenGL 4.5, except for some new Direct3D 11 emulation features for easier porting, is your fairly standard annual OpenGL update. At Siggraph 2014, the Khronos Group has announced both OpenGL 4.5 and, more excitingly, the Next Generation OpenGL Initiative.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
January 2023
Categories |