© copyright khronos group, 2008 - page 2€¦ · • expanded texture formats - required •...
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© Copyright Khronos Group, 2008 - Page 1
© Copyright Khronos Group, 2008 - Page 2
© Copyright Khronos Group, 2008 - Page 3
• Khronos OpenGL contributor since July 2006
• Strong focus on features needed for games
• Four key axes: Reach, Leverage, Performance, Simplicity
© Copyright Khronos Group, 2008 - Page 4
• Connect your software with lots of users
• OpenGL 3.0 is an open standard
• Windows XP & Vista, MacOS X, and Linux – all eligible
© Copyright Khronos Group, 2008 - Page 5
• Lots of hardware evolution since OpenGL 2.0
• “Extension forest” is unwieldy and varies from vendor to vendor
• OpenGL 3.0 re-integrates and unifies many hardware capabilities - This is a significant improvement for developers!
© Copyright Khronos Group, 2008 - Page 6
• GLSL 1.30 – includes “gpu_shader4” functionality • Expanded texture formats - required • Framebuffer Object plus many FBO extensions - Blit, Multisample, sRGB, packed depth-stencil, mixed attachment sizes, drawbuffers2
• Texture Arrays • Conditional Rendering • Transform Feedback • Vertex Array Object • MapBufferRange • All built in!
© Copyright Khronos Group, 2008 - Page 7
• Speed is very important for games
• VAO, texture arrays and conditional rendering can help a lot - VAO – reduce API traffic for attribute setup - Texture arrays – reduce batch count by allowing intra-batch texture select - Conditional rendering – look before you leap (or draw)
• MapBufferRange can streamline dynamic data flow - New driver optimizations become possible for procedurals / particles - “How can I make glMapBuffer faster” – use glMapBufferRange!
© Copyright Khronos Group, 2008 - Page 8
• OpenGL 3.0 integrates a lot of useful hardware functionality - One spec to read and learn - Fewer extensions to test for in code - Fewer permutations to author and test
• Adopting 3.0 greatly reduces application complexity (code paths) - Happier programmers - Happier software testers - Happy users!
© Copyright Khronos Group, 2008 - Page 9
• What if I need new features for OpenGL 2.x ?
• What if I need to go beyond OpenGL 3.0 core ?
• Stay tuned for the next segment!
• Game developer issues with OpenGL? We’d like to hear from you! - [email protected]