Final OpenGL 2.0 Specification Announced
10:01 AM | Tuncer Deniz | Comment on this story
The long-awaited OpenGL 2.0 specification was announced today at the SIGGRAPH 2004 industry tradeshow. OpenGL 2.0 provides high-level access to the programmable features of modern graphics processors. OpenGL is used in most of today's Macintosh games and is an integral part of Mac OS X.
Here's more from the offficial press release:
OpenGL® Shading Language has been extensively field tested for a year within the proven ARB standardization process. Potential applications include cinematic quality images for games, more realistic imagery for training and simulation, better analysis tools for medical visualization, and more true-to-life simulated environments for designing and styling manufactured products.New features of OpenGL 2.0 include:
Since its introduction in 2003, OpenGL Shading Language has become the most widely supported shading language for developing interactive graphics and visualization applications, with implementations for UNIX®, Microsoft® Windows®, Linux®, and other operating systems. This wide compatibility enables developers to readily move their work across most major commercial operating systems and hardware platforms. OpenGL 2.0 fully supports all applications written under the previous versions of the specification.
• Programmable shading. With the new release, both OpenGL Shading Language and its APIs are now core features of OpenGL. New functionality includes the ability to create shader and program objects; and the ability to write vertex and fragment shaders in OpenGL Shading Language.For more information on OpenGL 2.0, be sure to visit the official OpenGL web site.
• Multiple render targets that enable programmable shaders to write different values to multiple output buffers in a single pass.
• Non-power-of-two textures for all texture targets, thereby supporting rectangular textures and reducing memory consumption.
• Two-sided stencil, 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.
• Point sprites, which replace point texture coordinates with texture coordinates interpolated across the point. This allows drawing points as customized textures, useful for particle systems.
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