Across platforms? Eg: macOS, Linux and Windows or Android and iOS. The amount of work depends on the range of the applicationtargeted market Across vendors? Eg: AMD, ARM, Intel, NVIDIA, PowerVR and Qualcomm GPUs Across hardware generations? Eg: Tesla, Fermi, Kepler, Maxwell and Pascal architectures. Just like C and C++ languages, it allows cross platform support but we have to work hard for it. OpenGL is massively cross platform but it doesn’t mean it comes automagically. Long history which led to many versions market specific variations such as OpenGL ES in July 2003 and WebGL in 2011 a backward compatibility break with OpenGL core profile in August 2009 and many vendor specifics, multi vendors (EXT), standard (ARB, OES), and cross API extensions (KHR). Cross platform support Initially released on January 1992, OpenGL has a Cross architecture control of framebuffer restore and resolve to save bandwidth 17 15 Building platform specific code paths 18 16 Max texture sizes 19 17 Hardware compression format support 20 18 Draw buffers differences between APIs 21 19 iOS OpenGL ES extensions 22 20 Asynchronous pixel transfers 23 Change log 24 0. Sized texture internal format support 15 13. Compressed texture internal format support 14 12. sRGB framebuffer blending precision 13 11. BGRA texture swizzling using texture formats 6 4. Effective OpenGL 5 September 2016, Christophe Riccio Table of Contents 0.
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