© copyright khronos group, 2008 - page 2€¦ · • expanded texture formats - required •...

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© Copyright Khronos Group, 2008 - Page 1

© Copyright Khronos Group, 2008 - Page 2

© Copyright Khronos Group, 2008 - Page 3

•  Khronos OpenGL contributor since July 2006

•   Strong focus on features needed for games

•   Four key axes: Reach, Leverage, Performance, Simplicity

© Copyright Khronos Group, 2008 - Page 4

•  Connect your software with lots of users

•  OpenGL 3.0 is an open standard

•  Windows XP & Vista, MacOS X, and Linux – all eligible

© Copyright Khronos Group, 2008 - Page 5

•   Lots of hardware evolution since OpenGL 2.0

•   “Extension forest” is unwieldy and varies from vendor to vendor

•  OpenGL 3.0 re-integrates and unifies many hardware capabilities - This is a significant improvement for developers!

© Copyright Khronos Group, 2008 - Page 6

•  GLSL 1.30 – includes “gpu_shader4” functionality •   Expanded texture formats - required •   Framebuffer Object plus many FBO extensions -   Blit, Multisample, sRGB, packed depth-stencil, mixed attachment sizes, drawbuffers2

•   Texture Arrays •  Conditional Rendering •   Transform Feedback •   Vertex Array Object •  MapBufferRange •  All built in!

© Copyright Khronos Group, 2008 - Page 7

•   Speed is very important for games

•   VAO, texture arrays and conditional rendering can help a lot -   VAO – reduce API traffic for attribute setup -   Texture arrays – reduce batch count by allowing intra-batch texture select -   Conditional rendering – look before you leap (or draw)

•  MapBufferRange can streamline dynamic data flow -   New driver optimizations become possible for procedurals / particles -   “How can I make glMapBuffer faster” – use glMapBufferRange!

© Copyright Khronos Group, 2008 - Page 8

•  OpenGL 3.0 integrates a lot of useful hardware functionality -   One spec to read and learn -   Fewer extensions to test for in code -   Fewer permutations to author and test

•  Adopting 3.0 greatly reduces application complexity (code paths) -   Happier programmers -   Happier software testers -   Happy users!

© Copyright Khronos Group, 2008 - Page 9

•  What if I need new features for OpenGL 2.x ?

•  What if I need to go beyond OpenGL 3.0 core ?

•   Stay tuned for the next segment!

•  Game developer issues with OpenGL? We’d like to hear from you! -  gamedev@khronos.org

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