DV Hardware bringing you the hottest news about processors, graphics cards, Intel, AMD, NVIDIA, hardware and technology!

   Home | News submit | News Archives | Reviews | Articles | Howto's | Advertise
 
DarkVision Hardware - Daily tech news
December 6, 2016 
Main Menu
Home
Info
News archives
Articles
Howto
Reviews
 

Who's Online
There are currently 67 people online.

 

Latest Reviews
Zowie P-TF Rough mousepad
Zowie FK mouse
BitFenix Ronin case
Ozone Rage ST headset
Lamptron FC-10 SE fan controller
ZOWIE G-TF Rough mousepad
ROCCAT Isku FX gaming keyboard
Prolimatech Magnetic Pin
 

Follow us
RSS
 

OpenGL 2.0 released with built-in shader language

Posted on Tuesday, August 10 2004 @ 20:31:27 CEST by


OpenGL 2.0 was formally launched today. This version includes Shading Language specifications for vertex- and pixel-shader programming.

OpenGL Shading Language was approved in June 2003 by the OpenGL Architecture Review Board (ARB) as an extension to OpenGL 1.4, which has since then been updated to version 1.5. This language was always ment to be integrated into the full OpenGL specification, which happened today.
Next, graphics chip vendors have to offer OpenGL 2.0-capable drivers, allowing programmers to code using the new API in the sure and certain knowledge that their apps will run on the latest programmable pixel and vertex shaders from ATI, Nvidia, Intel and co.

And, indeed, both ATI and Nvidia were quick to voice their happiness that Shading Language has been wrapped into OpenGL and is no longer an optional add-on.

Programmable shader support remains OpenGL 2.0's key feature, but it's not the only one. The ARB have also included technology that enables support from multiple render targets in a single pass and to allow developers to apply rectangular rather than square, 'power of two' textures for all texture targets.

OpenGL 2.0 also adds support for point sprites, "which replace point texture coordinates with texture coordinates interpolated across the point". Essentially, points are treated as textures and textures as points, enabling some interesting particle effects.

The API now includes two-sided stencil support "with the ability to define stencil functionality for the front and back faces of primitives, improving performance of shadow volume and constructive solid geometry rendering algorithms".
Source: The Register


 



 

DV Hardware - Privacy statement
All logos and trademarks are property of their respective owner.
The comments are property of their posters, all the rest © 2002-2016 DM Media Group bvba