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Despite having only released OpenGL 4.2 last year, the Khronos Group has announced OpenGL 4.3 which brings with it some major new functionality designed to bring the fight to Microsoft's DirectX 11.1.įirst up is a new set of compute shaders, designed to allow programmers access to the highly-parallel processors in modern graphics card for tasks such as image, volume and geometry processing directly within the context of the graphics pipeline, along with shader storage buffer objects which enable vertex, tessellation, geometry, fragment and compute shaders to read and write large amounts of data and pass big chunks between shader stages.Īddressing a big hole in OpenGL's feature set is the announcement of ETC2/EAC texture compression as a standard facility, meaning developers will no longer have to produce a different set of textures for each target platform. The leading - and by leading, we mean pretty much only - alternative to Microsoft's Direct3D API, OpenGL has been around for a very long time: the standard is celebrating its 20th anniversary this year.
![opengl 4.3 textures and lighting opengl 4.3 textures and lighting](https://static.digit.in/default/7af2f69370128cf9c8439a320cf9948e654291b0.jpeg)
The Khronos Group, the organisation behind the OpenGL graphics API, has announced the launch of new specifications for OpenGL and OpenGL ES as well as new APIs for augmented reality.
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