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When Was Opengl Register Combiners First Available

Subset of the OpenGL API for embedded systems

OpenGL ES
OpenGL ES logo

Logo

Original author(s) ARB
Developer(due south) Khronos Grouping
Initial release 28 July 2003; 18 years agone  (2003-07-28)
Stable release

3.2[1] / ten August 2015; 6 years ago  (2015-08-10)

Operating organisation Cross-platform
Platform Cross-platform
Type API
License Free of charge, royalty or licensing
Website world wide web.khronos.org/opengles

OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset[two] of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D calculator graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). Information technology is designed for embedded systems similar smartphones, tablet computers, video game consoles and PDAs. OpenGL ES is the "most widely deployed 3D graphics API in history".[iii]

The API is cross-language and multi-platform. The libraries GLUT and GLU are non available for OpenGL ES. OpenGL ES is managed by the non-turn a profit technology consortium Khronos Group. Vulkan, a adjacent-generation API from Khronos, is fabricated for simpler high functioning drivers for mobile and desktop devices.[4]

Versions [edit]

Several versions of the OpenGL ES specification now exist. OpenGL ES 1.0 is drawn up confronting the OpenGL 1.3 specification, OpenGL ES 1.1 is divers relative to the OpenGL 1.5 specification and OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification. This ways that, for example, an application written for OpenGL ES i.0 should be easily portable to the desktop OpenGL 1.3; equally the OpenGL ES is a stripped-downwardly version of the API, the reverse may or may not exist truthful, depending on the particular features used.

OpenGL ES comes with its ain version of shading language (OpenGL ES SL), which is different from OpenGL SL.[v]

Version one.0 and 1.1 both have common (CM) and common low-cal (CL) profiles, the difference being that the mutual lite contour just supports fixed-indicate instead of floating point information blazon back up, whereas mutual supports both.

OpenGL ES 1.0 [edit]

OpenGL ES i.0 was released publicly July 28, 2003. OpenGL ES one.0 is based on the original OpenGL 1.3 API, with much functionality removed and a little chip added. One significant deviation between OpenGL and OpenGL ES is that OpenGL ES removed the need to bracket OpenGL library calls with glBegin and glEnd. Other pregnant differences are that the calling semantics for archaic rendering functions were inverse in favor of vertex arrays, and fixed-betoken data types were introduced for vertex coordinates. Attributes were also added to meliorate support the computational abilities of embedded processors, which often lack a floating point unit (FPU). Many other functions and rendering primitives were removed in version 1.0 to produce a lightweight interface, including:

  • quad and polygon rendering primitives,
  • texgen, line and polygon stipple,
  • polygon way and antialiased polygon rendering are not supported, although rendering using multisample is still possible (rather than alpha border fragments),
  • ARB_Image pixel class operation are not supported, nor are bitmaps or 3D textures,
  • several of the more technical drawing modes are eliminated, including frontbuffer and accumulation buffer. Bitmap operations, specifically copying pixels (individually) is not immune, nor are evaluators, nor (user) selection operations,
  • display lists and feedback are removed, as are button and pop operations for country attributes,
  • some material parameters were removed, including back-face parameters and user divers clip planes.

Actual version is ane.0.0.2.[6]

Extension Proper name Sort #Number Details
OES_byte_coordinates OpenGL ES Extension #4 (formerly OpenGL Extension #291)
OES_compressed_paletted_texture OpenGL ES Extension #six (formerly OpenGL Extension #294)
OES_fixed_point OpenGL ES Extension #9 (formerly OpenGL Extension #292)
OES_query_matrix OpenGL ES Extension #16 (formerly OpenGL Extension #296)
OES_read_format OpenGL ES Extension #17 (formerly OpenGL Extension #295)
OES_single_precision OpenGL ES Extension #18 (formerly OpenGL Extension #293)
optional Mesa (most drivers)
OES_compressed_ETC1_RGB8_texture OpenGL ES Extension #5

OpenGL ES 1.one [edit]

OpenGL ES 1.1 added features such as mandatory support for multitexture, amend multitexture support (including combiners and dot production texture operations), automated mipmap generation, vertex buffer objects, state queries, user clip planes, and greater command over point rendering.[7] Bodily Version is 1.i.12.[8]

Extension Name Sort #Number
OES_draw_texture OpenGL ES Extension #7
OES_matrix_get OpenGL ES Extension #11
OES_point_size_array OpenGL ES Extension #14
OES_point_sprite OpenGL ES Extension #15
optional Mesa (all drivers)
OES_framebuffer_object OpenGL ES Extension #x (became core in ES two.0)[nine]
OES_EGL_image OpenGL ES Extension #23
OES_EGL_image_external OpenGL ES Extension #87
OES_required_internalformat OpenGL ES Extension # TBD

OpenGL ES two.0 [edit]

OpenGL ES 2.0 was publicly released in March 2007.[10] Information technology is roughly based on OpenGL two.0, but it eliminates most of the fixed-role rendering pipeline in favor of a programmable ane in a move similar to the transition from OpenGL 3.0 to 3.ane.[11] Command flow in shaders is generally express to forward branching and to loops where the maximum number of iterations can easily be determined at compile fourth dimension.[12] Almost all rendering features of the transform and lighting phase, such as the specification of materials and calorie-free parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics developer. As a result, OpenGL ES 2.0 is non backward compatible with OpenGL ES 1.ane. Some incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.ane, which added the GL_ARB_ES2_compatibility extension.[13] Actual version is 2.0.25.[fourteen]

The Khronos Group has written a certificate describing the differences between OpenGL ES ii.0 and ordinary OpenGL 2.0.[15]

Extension Name Sort #Number
OES_texture_cube_map OpenGL ES Extension #20
OES_texture_npot OpenGL ES Extension #37
OES_depth24 OpenGL ES Extension #24
OES_depth_texture OpenGL ES Extension #44
OES_element_index_uint OpenGL ES Extension #26
OES_fbo_render_mipmap OpenGL ES Extension #27
OES_get_program_binary OpenGL ES Extension #47
OES_mapbuffer OpenGL ES Extension #29
OES_packed_depth_stencil OpenGL ES Extension #43
OES_rgb8_rgba8 OpenGL ES Extension #30
OES_stencil8 OpenGL ES Extension #33
OES_vertex_half_float OpenGL ES Extension #38
additional in MESA (all drivers)
OES_EGL_image OpenGL ES Extension #23 (different for ane.one)
OES_EGL_image_external OpenGL ES Extension #87 (unlike for ane.1)
OES_texture_3D OpenGL ES Extension #34 (became core in ES three.0)[xvi]
OES_texture_float_linear OES_texture_half_float_linear OpenGL ES Extension #35, extended in ES iii.0 and 3.1
OES_texture_float OES_texture_half_float OpenGL ES Extension #36, extended in ES 3.0 and iii.i
OES_standard_derivatives OpenGL ES Extension #45
OES_vertex_array_object OpenGL ES Extension #71 (became core in ES 3.0)[17]
OES_surfaceless_context OpenGL ES Extension #116
OES_depth_texture_cube_map OpenGL ES Extension #136
EXT_texture_filter_anisotropic OpenGL ES Extension #41
EXT_texture_type_2_10_10_10_REV OpenGL ES Extension #42
EXT_texture_compression_dxt1 OpenGL ES Extension #49
EXT_texture_format_BGRA8888 OpenGL ES Extension #51
EXT_discard_framebuffer OpenGL ES Extension #64
EXT_blend_minmax OpenGL ES Extension #65
EXT_read_format_bgra OpenGL ES Extension #66
EXT_multi_draw_arrays OpenGL ES Extension #69
EXT_frag_depth OpenGL ES Extension #86
EXT_unpack_subimage OpenGL ES Extension #90
EXT_texture_rg OpenGL ES Extension #103
EXT_draw_buffers OpenGL ES Extension #151
EXT_compressed_ETC1_RGB8_sub_texture OpenGL ES Extension #188
NV_draw_buffers OpenGL ES Extension #91
NV_fbo_color_attachments OpenGL ES Extension #92
NV_read_buffer OpenGL ES Extension #93
NV_read_depth_stencil OpenGL ES Extension #94
ANGLE_texture_compression_dxt OpenGL ES Extension #111

OpenGL ES 3.0 [edit]

The OpenGL ES 3.0 specification[18] was publicly released in Baronial 2012.[19] OpenGL ES iii.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. OpenGL 4.3 provides total compatibility with OpenGL ES 3.0. Version 3.0 is as well the basis for WebGL 2.0.[20] Actual is version 3.0.half dozen.[21]

New functionality in the OpenGL ES three.0 specification includes:

  • multiple enhancements to the rendering pipeline to enable acceleration of advanced visual effects including: occlusion queries, transform feedback, instanced rendering and support for four or more rendering targets,
  • loftier quality ETC2 / EAC texture compression as a standard feature, eliminating the need for a different set up of textures for each platform,
  • a new version of the GLSL ES shading language[22] with full support for integer and 32-chip floating point operations;
  • greatly enhanced texturing functionality including guaranteed back up for floating betoken textures, 3D textures, depth textures, vertex textures, NPOT textures, R/RG textures, immutable textures, 2D assortment textures, swizzles, LOD and mip level clamps, seamless cube maps and sampler objects,
  • an extensive set of required, explicitly sized texture and render-buffer formats, reducing implementation variability and making it much easier to write portable applications.
Extension Name Sort #Number Details
KHR_context_flush_control OpenGL ES Extension #191 (for GL_KHR_context_flush_control only)
boosted in MESA (all drivers)
OES_texture_compression_astc OpenGL ES Extension #162
EXT_texture_border_clamp OpenGL ES Extension #182
EXT_draw_elements_base_vertex OpenGL ES Extension #204
OES_EGL_image_external_essl3 OpenGL ES Extension #220
MESA_shader_integer_functions OpenGL ES Extension #495

OpenGL ES 3.i [edit]

The OpenGL ES 3.1 specification[23] was publicly released in March 2014. New functionality in OpenGL ES 3.i includes:[24]

  • Compute shaders
  • Independent vertex and fragment shaders
  • Indirect draw commands

OpenGL ES 3.1 is backward compatible with OpenGL ES 2.0 and 3.0, thus enabling applications to incrementally contain new features. Actual Version is 3.1-(Nov 2016).[25]

Extension Name Sort #Number
ARB_arrays_of_arrays ARB Extension #120
ARB_compute_shader ARB Extension #122
ARB_explicit_uniform_location ARB Extension #128
ARB_framebuffer_no_attachments ARB Extension #130
ARB_program_interface_query ARB Extension #134
ARB_shader_atomic_counters ARB Extension #114
ARB_shader_image_load_store ARB Extension #115
ARB_shader_storage_buffer_object ARB Extension #137
ARB_separate_shader_objects ARB Extension #97
ARB_stencil_texturing ARB Extension #138
ARB_vertex_attrib_binding ARB Extension #125
ARB_draw_indirect ARB Extension #87
ARB_shading_language_packing ARB Extension #116
ARB_shader_image_size ARB Extension #136
ARB_texture_storage_multisample ARB Extension #141
ARB_texture_multisample ARB Extension #67
EXT_shader_integer_mix OpenGL ES Extension #161
optional Mesa (all drivers OpenGL ES iii.one+)
ARB_sample_locations ARB Extension #181
OES_texture_view OpenGL ES Extension #218
NV_image_formats OpenGL ES Extension #200
EXT_render_snorm OpenGL ES Extension #206
EXT_texture_norm16 OpenGL ES Extension #207

OpenGL ES iii.2 [edit]

The OpenGL ES iii.2 specification[26] was publicly released in Baronial 2015. New capabilities in OpenGL ES 3.2 include:

  • Geometry and tessellation shaders to efficiently procedure complex scenes on the GPU.
  • Floating point render targets for increased flexibility in higher precision compute operations.
  • ASTC compression to reduce the memory footprint and bandwidth used to process textures.
  • Enhanced blending for sophisticated compositing and handling of multiple colour attachments.
  • Advanced texture targets such as texture buffers, multisample 2D assortment and cube map arrays.
  • Debug and robustness features for easier code development and secure execution.

Actual State is iii.2.6 July 2019.[27] [28]

Extension Name Sort #Number
KHR_blend_equation_advanced OpenGL ES Extension #168
EXT_color_buffer_float OpenGL ES Extension #137
KHR_debug OpenGL ES Extension #118
KHR_robustness OpenGL ES Extension #190
OES_copy_image OpenGL ES Extension #208
OES_draw_buffers_indexed OpenGL ES Extension #209
OES_draw_elements_base_vertex OpenGL ES Extension #219
OES_geometry_shader OpenGL ES Extension #210
OES_gpu_shader5 OpenGL ES Extension #211
OES_sample_shading OpenGL ES Extension #169
OES_sample_variables OpenGL ES Extension #170
OES_shader_image_atomic OpenGL ES Extension #171
OES_shader_io_blocks OpenGL ES Extension #213
OES_shader_multisample_interpolation OpenGL ES Extension #172
OES_tessellation_shader OpenGL ES Extension #214
OES_texture_border_clamp OpenGL ES Extension #215
OES_texture_buffer OpenGL ES Extension #216
OES_texture_cube_map_array OpenGL ES Extension #217
OES_texture_stencil8 OpenGL ES Extension #173
OES_texture_storage_multisample_2d_array OpenGL ES Extension #174
KHR_texture_compression_astc_ldr OpenGL ES Extension #117 (LDR only)
OES_primitive_bounding_box OpenGL ES Extension #212
optional Mesa (all drivers OpenGL ES 3.2+)
KHR_texture_compression_astc_hdr OpenGL ES Extension #117 (LDR included), ARB Extension #118
KHR_blend_equation_advanced_coherent OpenGL ES Extension #168
KHR_texture_compression_astc_sliced_3d OpenGL ES Extension #249 (ARB Extension #189)

OES_viewport_array

OpenGL ES Extension #267

Some more extensions are developed or in Evolution in Mesa for side by side OpenGL ES Version (see Mesamatrix).

Side by side generation API is Vulkan.[29]

Platform usage [edit]

For consummate list of companies and their conformant products, view hither

OpenGL ES 1.0 [edit]

OpenGL ES 1.0 added an official 3D graphics API to the Android[xxx] and Symbian[31] operating systems, also as by QNX[32] Information technology is also supported past the PlayStation iii as one of its official graphics APIs[33] (the other ane being low level libgcm library) with Nvidia's Cg in lieu of GLSL.[34] The PlayStation 3 likewise includes several features of the 2.0 version of OpenGL ES.

OpenGL ES 1.1 [edit]

The 1.1 version of OpenGL ES is supported by:

  • Android i.half dozen
  • Apple iOS for iPad, iPhone, and iPod Affect
  • RIM's BlackBerry 5.0 operating system series[35] (merely BlackBerry Storm 2, BlackBerry Curve 8530 and later on models have the needed hardware[36])
  • BlackBerry PlayBook
  • BlackBerry BB10
  • Various Nokia phones such as Nokia N95, N93, N93i, and N82.
  • The Palm webOS, using the Plug-in Development Kit[37]
  • Nintendo 3DS[38]

OpenGL ES 2.0 [edit]

Supported by:

  • The Android platform since Android 2.0 through NDK and Android 2.2 through Java[39]
  • AmigaOS on AmigaOne with Warp3D Nova and compatible Radeon Hard disk drive graphics card.
  • Apple iOS v or later on in iPad, iPad Mini, iPhone 3GS or later, and iPod Touch tertiary generation or subsequently
  • BlackBerry devices with BlackBerry Os vii.0 and Blackberry 10, every bit well as the BlackBerry PlayBook
  • Google Native Client
  • Intel HD Graphics 965G / X3000 and higher (Linux)[40]
  • Nvidia (Android), Curie NV40+: Linux, Windows[41]
  • Diverse Nokia phones (such as Symbian^three based Nokia N8, MeeGo based Nokia N9, and Maemo based Nokia N900[42])
  • Palm webOS, using the Plug-in Evolution Kit[37]
  • The Pandora console
  • The Raspberry Pi
  • The Odroid
  • Various Samsung mobile phones (such as the Wave)
  • Web browsers (WebGL)
  • The GCW Zero panel
  • The PlayStation Vita portable console
  • The PlayStation iv panel

OpenGL ES iii.0 [edit]

Supported past:

  • Android since version 4.3, on devices with appropriate hardware and drivers, including:
    • Nexus 7 (2013)
    • Nexus four
    • Nexus 5
    • Nexus 10
    • HTC Butterfly S
    • HTC One/Ane Max
    • LG G2
    • LG G Pad 8.3
    • The Raspberry Pi 4
    • Samsung Galaxy J5
    • Samsung Galaxy J5 (2016)
    • Samsung Milky way S4 (Snapdragon version)
    • Samsung Galaxy S5
    • Samsung Galaxy Note iii
    • Samsung Galaxy Note 10.one (2014 Edition)
    • Sony Xperia M
    • Sony Xperia Z/ZL
    • Sony Xperia Z1
    • Sony Xperia Z Ultra
    • Sony Xperia Tablet Z
  • iOS since version 7, on devices including:
    • iPhone 5S[43]
    • iPad Air
    • iPad mini with Retina display
  • BlackBerry 10 OS since version 10.2, on devices including:
    • BlackBerry Z3
    • BlackBerry Z30
    • BlackBerry Passport

Supported by some recent versions of these GPUs: [44] [45]

  • Adreno 300 and 400 serial (Android, BlackBerry 10, Windows10 Windows RT)
  • Mali T600 serial onwards (Android, Linux, Windows 7)
  • PowerVR Series6 (iOS, Linux)
  • Vivante (Android, OS X ten.8.3, Windows 7)
  • Nvidia (Android), Tesla G80+: Linux, Windows 7+
  • Intel Hd Graphics Sandy Bridge and higher (Linux)[40]
  • AMD Terascale and actual GCN-compages (Windows, Linux)
  • LLVMpipe and Softpipe: soft drivers in Mesa[41]
  • VIRGL: virtual Commuter for virtual machines in 2018 with Mesa 18.one (See Mesamatrix.net)

OpenGL ES 3.i [edit]

Supported past Windows, Linux, Android (since version five.0) on devices with advisable hardware and drivers,[46] including:

  • Adreno 400 serial[47] [48]
  • Adreno 500 serial (Mesa xviii.i for Linux and Android)
  • AMD Terascale and bodily GCN-architecture (Windows, Linux (r600, radeonSI))
  • Intel HD Graphics for Intel Atom Z3700 series (Android)
  • Intel HD Graphics for Intel Celeron N and J serial (Android)
  • Intel Hard disk drive Graphics for Intel Pentium N and J series (Android)
  • Intel HD Graphics Haswell and higher (Linux Mesa: previous Ivy Bridge most without stencil texturing)[40]
  • Republic of mali T6xx (midgard) series onwards[49] (Android, Linux)
  • Nvidia GeForce 400 serial onwards (Windows, Linux)
  • Nvidia Tegra K1 (Android, Linux)
  • Nvidia Tegra X1 (Android)
  • PowerVR Serial half dozen, 6XE, 6XT, 7XE and 7XT (Linux, Android)
  • Vivante GC2000 series onwards (optional with GC800 and GC1000)[fifty]
  • panfrost: ARM panfrost support (Linux Mesa 22.0)
  • v3d: Driver for Broadcom ARM raspberry in Mesa (Linux)
  • VIRGL: virtual Commuter for virtual machines in 2018 with Mesa xviii.1 (Come across Mesamatrix.net)
  • LLVMpipe: software commuter in Mesa 20.2 (Linux)
  • softpipe: software driver in Mesa 20.3 (Linux)
  • Zink: emulation driver in Mesa 21.1 (Linux)
  • d3d12: WSL2 linux driver for Microsoft ten+ (Mesa 22.0)

Android Extension Pack [edit]

Android Extension Pack (AEP) is a set of OpenGL ES 3.1 extensions, all arranged into a single extension introduced by Google in 2014. This allows applications to utilize all of the features of the set of extensions, while simply testing for the presence of a single one. The AEP was officially added to Android Lollipop to provide extra features like tessellation over what was officially in the GLES 3.one revision. OpenGL ES three.2 update is largely made up of the AEP additions, which are already present in desktop OpenGL.[51]

OpenGL ES iii.two [edit]

OpenGL ES iii.2, incorporating the Android Extension Pack (AEP), "boasts a small number of improvements over last yr'southward OpenGL ES 3.1. Both make use of similar features from the AEP. From the AEP, OpenGL ES iii.2 compliant hardware will back up Tessellation for additional geometry detail, new geometry shaders, ASTC texture compression for a smaller retentivity bandwidth footprint, floating bespeak render targets for high accuracy compute processes, and new debugging features for developers. These high-stop features are already constitute in the group's full OpenGL iv specification."[52] [three]

Supported by Windows, Linux, Android (since version half dozen.0 possible, 7.0+ Vulkan 1.0 and OpenGL ES three.2 needed) on devices with appropriate hardware and drivers, including:

  • Adreno 420 and newer (Android, Linux (freedreno))
  • AMD GCN-architecture (Windows, Linux (Mesa 18.ii with radeonSI))
  • Intel Hd Graphics Skylake and college (Linux)[40]
  • Mali-T760 and newer (Android, Linux)
  • Nvidia GeForce 400 series (Fermi) and newer (Windows, Linux)[53]
  • VIRGL: virtual Driver for virtual machines in 2018 with Mesa xviii.1 (Come across Mesamatrix.net)
  • LLVMpipe: software driver in Mesa 20 (Linux)
  • Zink: Vulkan emulation driver in Mesa 21.ii (Linux)

Deprecation in Apple tree devices [edit]

OpenGL ES (and OpenGL) is deprecated in Apple'south operating systems, only even so works in up to at to the lowest degree iOS 12.[54]

The Future [edit]

There is currently no program for a new cadre version of OpenGL ES, equally adoption of Vulkan has been deemed to readapt it in embedded and mobile applications. Development of extensions to OpenGL ES continues as of 2017. [55]

OpenGL compatibility [edit]

A few libraries have been created to emulate OpenGL calls using GL ES:

  • Nvidia offers a 2-clause BSD licensed library called Regal, originally started by Cass Everitt. Information technology was last updated in 2016.[56] Purple is used for instance by Google'southward NaCl.[57]
  • The MIT licensed GL4ES emulates OpenGL 2.1/1.5 using GL ES ii.0/ane.1. Information technology is based on glshim.[58]

Run across as well [edit]

  • Direct3D – Windows API for loftier-functioning 3D graphics, with 3D acceleration hardware back up
  • DirectX – Windows API for handling tasks related to graphics and video
  • Metal – low level, loftier-performance 3D accelerated graphics library for Apple devices
  • OpenSL ES – API for audio on embedded systems, adult by the Khronos Grouping
  • ANGLE (software) – Google developed library to plough OpenGL ES calls into those of DirectX or Vulkan

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  50. ^ "Vivante Vega Cores for 3D". Vivante. Retrieved 2014-12-ten .
  51. ^ "Khronos Debuts OpenGL ES 3.2 & New GL Extensions, But No Vulkan This Week". Baronial 10, 2015. Retrieved Baronial xi, 2015.
  52. ^ "OpenGL ES 3.two and Vulkan – everything you demand to know". Android Authority. 2015-08-15. Retrieved 2015-12-22 .
  53. ^ "NVIDIA Releases 358.50 Game Ready Drivers For Star Wars Battlefront". AnandTech. Retrieved 2015-ten-07 .
  54. ^ Apple Inc. "What'southward New in iOS - Apple Developer". developer.apple.com . Retrieved 2018-08-07 . Apps built using OpenGL ES will continue to run in iOS 12, but OpenGL ES is deprecated in iOS 13.
  55. ^ Khronos. "Vulkan, OpenGL, and OpenGL ES" (PDF). www.khronos.org . Retrieved 2020-04-24 .
  56. ^ "p3/regal: Regal for OpenGL". GitHub. eighteen Oct 2021.
  57. ^ McCutchan, John (7 September 2012). "In-depth: Bringing Royal OpenGL to Native Client". Gamasutra.
  58. ^ "GL4ES - The OpenGL driver for GLES Hardware". GitHub.

Farther reading [edit]

  • Ginsburg, Dan; Purnomo, Budirijanto; Shreiner, Dave; Munshi, Aaftab (2014). OpenGL ES 3.0 Programming Guide. Addison-Wesley Professional person. ISBN978-0-321-93388-1.
  • Pulli, Kari; Aarnio, Tomi; Miettinen, Ville; Roimela, Kimmo & Vaarala, Jani (2007). Mobile 3D Graphics with OpenGL ES and M3G. Morgan Kaufmann. ISBN978-0-12-373727-4.
  • Astle, Dave & Durnil, David (2004). OpenGL ES Game Development . Class Technology PTR. ISBN1-59200-370-2.
  • Pulli, Kari; Aarnio, Tomi; Roimela, Kimmo & Vaarala, Jani (2005). Designing graphics programming interfaces for mobile devices. IEEE CG&A 2005. Vol. 25. pp. 66–75. doi:10.1109/MCG.2005.129. PMID 16315479. S2CID 8177273.

External links [edit]

  • Official website Edit this at Wikidata
  • Public bug tracking
  • OpenGL ES Conformant companies
  • Public forums
  • List of OpenGL ES compatible devices
  • OpenGL home page
  • OpenGL ES 1.1 & 2.0 Emulator from ARM Link unusable. Do not click.
  • OpenGL ES 3.0 Emulator from ARM Link unusable. Exercise not click.

When Was Opengl Register Combiners First Available,

Source: https://en.wikipedia.org/wiki/OpenGL_ES

Posted by: steptoepromese.blogspot.com

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