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OpenGL 4.1 Released

Started by HuntsMan Jul 26, 2010 at 11:32 AM 4 replies 2.9k views
Original Post
HuntsMan
HuntsMan
Guys:

OpenGL 4.1 specification has been released: http://www.opengl.org/news/permalink/khronos-drives-evolution-of-3d-graphics-release-of-opengl-4.1-specification

You can read about it at:

http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=280739

Some VERY notable changes are:

Full compatibility with OpenGL ES 2.0 APIs for easier porting between mobile and desktop platforms;
Full compatibility with OpenGL ES 2.0 APIs for easier porting between mobile and desktop platforms;
The ability to query and load a binary for shader program objects to save re-compilation time;
The capability to bind programs individually to programmable stages for programming flexibility;
64-bit floating-point component vertex shader inputs for higher geometric precision;
Multiple viewports for a rendering surface for increased rendering flexibility.
OpenGL sync objects linked to OpenCL event objects for enhanced OpenCL interoperability;
The ability to set stencil values in a fragment shader for enhanced rendering flexibility;
Features to improve robustness, for example when running WebGL applications;
Callback mechanisms to receive enhanced errors and warning messages.

So yeah, GL has now binary shaders :)
barthold
barthold
NVIDIA also just announced our OpenGL 4.1 drivers, available for download here:

http://developer.nvidia.com/object/opengl_driver.html

Enjoy!

Barthold
(with my NVIDIA hat on)
ZHAO Peng
ZHAO Peng
I am also surprised with the rapid evolution of OpenGL. However, I can't enjoy the new features with my GTX260. Maybe there should be another new version OpenGL 3.4. :)
Hodgman
Hodgman
Quote:
Original post by HuntsMan
So yeah, GL has now binary shaders :)
About time! :D
Quote:
Original post by ZHAO Peng
However, I can't enjoy the new features with my GTX260. Maybe there should be another new version OpenGL 3.4. :)
Some of the features are available on GL2/GL3 capable hardware. One a small amount of the new features actually require a GL4-class video card.
samoth
samoth
Binary shaders are cool, and viewport arrays sound promising too, plus they work as ARB extensions under GL 3.x, which is great. The debug callbacks might be interesting too, this may help remove a lot of redundant glGetError calls.

However, I take it that the by far most interesting feature, writing stencil values, will require hardware support as in "only the lastest cards". Though on the other hand, you never know...
zedz
zedz
bugger the binary shaders to me this is the most important by far

Full compatibility with OpenGL ES 2.0 APIs for easier porting between mobile and desktop platforms;

I might look at upgrading my ogl engine (first time since 2.1)

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