Commenting on: OpenGL 4.2 improves shader performance, texture handling, & speeds repositioning of complex objects

Posted by Tony DeYoung on August 09, 2011

New functionality in the today announced OpenGL 4.2 specification includes enabling shaders with atomic counters for things like object for single-rendering-pass order-independent transparency, capturing GPU-tessellated geometry to enable complex objects to be efficiently repositioned and replicated, modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements, and enhanced transfer of data between shader stages.

Christophe Riccio has published a review of the new features in OpenGL 4.2 on Google Docs

Any FirePro graphics card will be able to run applications that use 4.2.

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