Commenting on: OpenGL 3 - what types of changes to expect from your favorite 3D applications

Posted by Nick Haemel on February 18, 2009

Now that OpenGL 3.0 is well on its way to a desktop nearby, you may be curious about what types of changes to expect from your favorite 3D applications. There are two main categories of improvements for OpenGL 3.0, changes that introduce new tools and changes that allow for performance enhancements. Well, let’s take a look!

OpenGL 3FBOs
First, a new buffer binding mechanism called FBOs (Frame Buffer Objects) allow an OpenGL app to do comprehensive, fast and efficient off-screen rendering without creating a new context. Additionally, these…

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“Cut-to-the-chase summary of what to expect from OpenGL 3-enabled CAD and DCC apps:
- More realistic and interesting lighting effects
- Greater detail in objects and scenes without increasing file sizes
- Faster rendering of objects that repeat
- Improved visual fidelity and faster rendering “
Was this all not possible before using extensions?
Is not OpenGL 3.0 just OpenGL 2.1 with extensions moved into the core and other things deprecated?

How is the 3.0 API any lighter at all? It’s the definition of heavier; it’s only grown as extensions were promoted. Any subtraction at all is only alluded to as potentially happening in the future, and any such references are always carefully worded to not be promises (not that promises from the ARB count for anything).

Wake me when everything gets cleared up in v3.1 ... FBO’s aren’t new ....

OK, here’s a stupid question, but will it make my games run better/faster in Linux--like DooM III?

No, it won’t.

here is opengl for you simonloos

there’s a need for a new shift into this API no more less

dont mistake openGL releases as an introduction of new technology, it just tries to define standards!
Transform feedback was accessible through nvidia-extensions since gpu4 and FBOs and 32bit Floating-Point/Integer Textures are even older…

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