The Khronos Group has announced the availability of OpenGL 3.1, the new version of this library of well-known players. Although loss of speed due to the growth of Microsoft's Direct3D, this industry standard continues to evolve. After version 3.0 often deemed "disappointing", the developers accelerate the pace of output and publish a version that should meet expectations.
OpenGL 3.1 is not radically different from version 3.0, since the latter has just introduced an evolutionary model. We therefore speak increment, the purpose of milling is roughly 3.1 to make it much easier to use this library by third party developers.
OpenGL 3.1 includes version 1.4 of GLSL shading language and various novelties such as:
- CopyBuffer: an API allowing accelerated copy of an object to another buffer
- Instantiation: ability to draw an object several times by reusing the vertex data, which reduces the multiplication of data and calls to APIs
- Opportunity to simply restart a primitive implementation
- We note the appearance of certain improvements which affect not only the 3D developers. It is important to remember that the library is already available OpenCL. Remember, it can be calculated by the graphics card operations which should normally be assigned to the central processor. This shift from the CPU to the GPU is found in Snow Leopard, the next Mac OS X.
Of course, NVIDIA and AMD have announced that they will support OpenGL 3.1.
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