Time to start the re-write...
 
Src:
http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_sp
ecifications_to_support_latest_generations_of/
<http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_s
pecifications_to_support_latest_generations_of/> 
 
See Spec @ http://www.opengl.org/registry/doc/glspec30.20080811.pdf
 

Khronos Releases OpenGL 3.0 Specifications to Support Latest Generations
of Programmable Graphics Hardware


Strong industry support for state-of-the-art OpenGL 3.0 API and GLSL
1.30 shading language specifications on all major platforms; OpenGL
evolutionary model to accelerate development of standard;
Interoperability with OpenCL being defined

For more information:
Elizabeth Riegel, Managing Director, Khronos Group
[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>

>From outside US: +1 415 869 8627

Strong industry support for state-of-the-art OpenGL 3.0 API and GLSL
1.30 shading language specifications on all major platforms; OpenGL
evolutionary model to accelerate development of standard;
Interoperability with OpenCL being defined 

11th August, 2008 - SIGGRAPH, Los Angeles, CA The Khronos(tm) Group
announced today it has released the OpenGL(r) 3.0 specification with
strong industry support to bring significant new functionality to the
open, cross-platform standard for 3D graphics acceleration. OpenGL 3.0
includes GLSL(tm) 1.30, a new version of the OpenGL shading language,
and provides comprehensive access to the functionality of the latest
generations of programmable graphics hardware. The OpenGL working group
has also defined a set of OpenGL 3.0 extensions that expose potential
new functionality for the next version of OpenGL that is targeted for
release in less than 12 months, and a set of extensions for OpenGL 2.1
to enable much of the new OpenGL functionality on older hardware.
Additionally, OpenGL 3.0 introduces an evolutionary model to assist in
streamlining the specification and to enable rapid development of the
standard to address diverse markets. Finally, the OpenGL working group
has announced that it is working closely with the emerging OpenCL
standard to create a revolutionary pairing of compute and graphics
programming capabilities. The new OpenGL 3.0 specifications are freely
available at www.khronos.org/opengl <http://www.khronos.org/opengl/> . 

The OpenGL 3.0 specification enables developers to leverage
state-of-the-art graphics hardware, including many of the graphics
accelerators shipped in the last two years both on Windows XP and
Windows Vista as well as Mac OS and Linux. According to Dr. Jon Peddie
of Jon Peddie Research, a leading graphics market analyst based in
California, the installed base of graphics hardware that will support
OpenGL 3.0 exceeds 60 million units. AMD, Intel and NVIDIA have made
major contributions to the design of OpenGL 3.0 and today all three
companies announced their intent to provide full implementations within
their product families. Additionally, the OpenGL working group includes
the active participation of leading developers such as Blizzard
Entertainment and TransGaming that have played a vital role in ensuring
that the specification meets the genuine needs of the software
community.

"We are very pleased to see the release of OpenGL 3.0, which includes
numerous features and extensions that will help us and other ISVs bring
amazing gaming content to OpenGL-based platforms," commented Gavriel
State, founder & CTO of TransGaming, Inc.

OpenGL 3.0 introduces dozens of new features including: 

*       Vertex Array Objects to encapsulate vertex array state for
easier programming and increased throughput; 
*       non-blocking access to Vertex Buffer Objects with the ability to
update and flush a sub-range for enhanced performance; 
*       full framebuffer object functionality including multi-sample
buffers, blitting to and from framebuffer objects, rendering to one and
two-channel data, and flexible mixing of buffer sizes and formats when
rendering to a framebuffer object; 
*       32-bit floating-point textures and render buffers for increased
precision and dynamic range in visual and computational operations; 
*       conditional rendering based on occlusion queries for increased
performance; 
*       compact half-float vertex and pixel data to save memory and
bandwidth; 
*       transform feedback to capture geometry data after vertex
transformations into a buffer object to drive additional compute and
rendering passes; 
*       four new texture compression schemes for one and two channel
textures providing a factor of 2-to-1 storage savings over uncompressed
data; 
*       rendering and blending into sRGB framebuffers to enable faithful
color reproduction for OpenGL applications without adjusting the
monitor's gamma correction; 
*       texture arrays to provide efficient indexed access into a set of
textures; 
*       32-bit floating-point depth buffer support.

The new version of the OpenGL Shading Language, GLSL 1.30, provides
front-to-back native integer operations including full integer-based
texturing, integer input and outputs for vertex and fragment shaders and
a full set of integer bitwise operators. It also improves compatibility
with OpenGL ES, adds new interpolation modes, includes new forms of
explicit control over texturing operations, provides additional built-in
functions for manipulating floating-point numbers and introduces switch
statements for enhanced flow control within shader programs.

The OpenGL working group has also released a set of extensions to OpenGL
3.0 that can be immediately used by developers and, after industry
feedback, will potentially be included in the next generation of OpenGL
targeted for release in less than 12 months. These extensions include
geometry shaders, further instancing support, and texture buffer
objects.

Khronos today also released a number of extensions to OpenGL 2.1 which
enables some of the new features in OpenGL 3.0 to be used on older
generations of hardware. These extensions include enhanced VBOs, full
framebuffer object functionality, half float vertices, compressed
textures, vertex array objects and sRGB framebuffers.

Additionally, OpenGL 3.0 defines an evolutionary process for OpenGL that
will accelerate market-driven updates to the specification. The new
OpenGL API supports the future creation of profiles to enable products
to support specific market needs while not burdening every
implementation with unnecessary costs. To avoid fragmentation, the core
OpenGL specification will contain all defined functionality in an
architecturally coherent whole, with profiles tightly specifying
segment-relevant subsets. OpenGL 3.0 also introduces a deprecation model
to enable the API to be streamlined while providing full visibility to
the application developer community, enabling the API to be optimized
for current and future 3D graphics architectures.

Finally, the OpenGL working group is working closely with the newly
announced OpenCL working group at Khronos to define full
interoperability between the two open standards. OpenCL is an emerging
royalty-free standard focused on programming the emerging intersection
of GPU and multi-core CPU compute through a C-based language
forheterogeneous data and task parallel computing. The two APIs together
will provide a powerful open standards-based visual computing platform
with OpenCL's general purpose compute capabilities intimately combined
with the full power of OpenGL.

"OpenGL 3.0 is a significant evolutionary step that integrates new
functionality to ensure that OpenGL is a truly state-of-the-art graphics
API while supporting a broad swathe of existing hardware," said Barthold
Lichtenbelt, chair of the OpenGL working group at Khronos. "Just as
importantly, OpenGL 3.0 sets the stage for a revolution to come - we now
have the roadmap machinery and momentum in place to rapidly and reliably
develop OpenGL - and are working closely with OpenCL to ensure that
OpenGL plays a pivotal role in the ongoing revolution in programmable
visual computing."

More details on OpenGL 3.0 will be discussed at the OpenGL "Birds of a
Feather" meeting at SIGGRAPH in Los Angeles at 6PM on Wednesday August
13th at the Wilshire Grand Hotel. More details at
http://www.khronos.org/news/events/detail/siggraph_2008_los_angeles_cali
fornia/
<http://www.khronos.org/news/events/detail/siggraph_2008_los_angeles_cal
ifornia/> . 

About OpenGL
The OpenGL specification enables developers to incorporate a broad set
of programmable 3D and 2D graphics rendering and visualization
functions, and provides unfettered access to graphics hardware
acceleration. Since its introduction by SGI in 1992, OpenGL has become
the industry's most widely used and supported programming interface and
is available on all major computer platforms, including Windows, Linux
and Mac OS. Controlled by the Khronos Group since 2006, and with broad
industry support, OpenGL is a vendor-neutral, multiplatform graphics
standard that is uniquely positioned to leverage and drive the
continuing evolution of graphics hardware.

About The Khronos Group
The Khronos Group is an industry consortium creating open standards to
enable the authoring and acceleration of graphics and dynamic media on a
wide variety of platforms and devices. Khronos standards include OpenGL,
OpenGL ES, OpenMAX(tm), OpenVG(tm), OpenKODE(tm), and COLLADA(tm). All
Khronos members are able to contribute to the development of Khronos
specifications, are empowered to vote at various stages before public
deployment, and can accelerate the delivery of their cutting-edge media
platforms and applications through early access to specification drafts
and conformance tests. More information is available at www.khronos.org
<http://www.khronos.org/> .

 

Gordon

__________________________________________________________
Gordon Tomlinson
Email  : gtomlinson @ overwatch.textron.com


__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 
 
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