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[anand]Khronos Announces OpenGL ES 3.0, OpenGL 4.3, ASTC Texture Compression, & CLU

post #1 of 3
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Khronos’s first SIGGRAPH 2012 announcement – and certainly the biggest – is that OpenGL ES 3.0 has finally been ratified and the specification released. As the primary graphics API for most mobile/embedded devices, including both iOS and Android, Khronos’s work on OpenGL ES is in turn the primary conduit for mobile graphics technology development. Khronos and its members have been working on OpenGL ES 3.0 (codename: Halti) for some time now, and while the nitty-gritty details of the specification have been finally been hammered out, the first OpenGL 3.0 ES hardware has long since taped-out and is near release.

OpenGL ES 3.0 follows on the heels of OpenGL ES 2.0, Khronos’s last OpenGL ES API released over 5 years ago. Like past iterations of OpenGL ES, 3.0 is intended to continue the convergence of mobile and desktop graphics technologies and APIs where it makes sense to do so. As such, where OpenGL ES 2.0 was an effort to bring a suitable subset of OpenGL 2.x functionality to mobile devices, OpenGL ES 3.0 will inject a selection of OpenGL 3.x and 4.x functionality into the OpenGL ES API.

Unlike the transition from OpenGL ES 1.x to 2.0 (which saw hardware move from fixed function to programmable hardware), OpenGL ES 3.0 is going to be fully backwards compatible with OpenGL ES 2.0, which will make this a much more straightforward iteration for developers, and with any luck we will see a much faster turnaround time on new software taking advantage of the additional functionality. Alongside an easier iteration of the API for developers, hardware manufacturers are far more in sync with Khronos this time around. So unlike OpenGL ES 2.0, which saw the first mass-market hardware nearly 2 years later, OpenGL ES 3.0 hardware will be ready by 2013. Desktop support for OpenGL ES 3.0 is also much farther along, and while we’ll get to the desktop side of things in-depth when we talk about OpenGL 4.3, it’s worth noting at this point that OpenGL 4.3 will offer full OpenGL ES 3.0 compatibility, allowing developers to start targeting both platforms at the same time.

OpenGL ES on the other hand is primarily geared towards consumer devices and has little legacy functionality to speak of, which makes it easier to implement but also allows OpenGL ES to be relatively more cutting edge. All things considered, for game developers OpenGL ES 3.0 is going to very nearly be the OpenGL 3.0 they didn’t get in 2008, although geometry shaders will be notably absent.

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post #2 of 3
This is a big deal for developers, and also consumers (although most won't know why). This will simplify mobile development and cross platform development as well. Easier development is cheaper which means more games in less time on more platforms.
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Foldatron
(17 items)
 
Mat
(10 items)
 
Work iMac
(9 items)
 
CPUMotherboardGraphicsGraphics
i7 950 EVGA x58 3-way SLI EVGA GTX 660ti GTX 275 
RAMHard DriveHard DriveHard Drive
3x2GB Corsair Dominator DDR3-1600 80GB Intel X25-M SSD 2TB WD Black 150GB WD Raptor 
Hard DriveOSMonitorKeyboard
2x 150GB WD V-raptor in RAID0 Win7 Home 64-bit OEM 55" LED 120hz 1080p Vizio MS Natural Ergonomic Keyboard 4000 
PowerCase
750W PC P&C Silencer CoolerMaster 690 
CPUGraphicsRAMHard Drive
Intel Core i5 2500S AMD 6770M 8GB (2x4GB) at 1333Mhz 1TB, 7200 rpm 
Optical DriveOSMonitorKeyboard
LG 8X Dual-Layer "SuperDrive" OS X Lion 27" iMac screen Mac wireless keyboard 
Mouse
Mac wireless mouse 
CPUGraphicsRAMHard Drive
i7-2600K AMD 6970M 1GB 16GB PC3-10600 DDR3 1TB 7200rpm 
Hard DriveOptical DriveOSMonitor
256GB SSD 8x DL "SuperDrive" OS X 10.7 Lion 27" 2560x1440 iMac display 
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27" Apple thunderbolt display 
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post #3 of 3
Interesting! Haven't done any OpenGL development for mobile devices yet but I may have to give it a swing so by the time supporting hardware for 3.0 comes out I'll be ready smile.gif
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Overclock.net › Forums › Industry News › Software News › [anand]Khronos Announces OpenGL ES 3.0, OpenGL 4.3, ASTC Texture Compression, & CLU