When Was Opengl Register Combiners First Available
Original author(s) | ARB |
---|---|
Developer(due south) | Khronos Grouping |
Initial release | 28 July 2003 (2003-07-28) |
Stable release | 3.2[1] / ten August 2015 (2015-08-10) |
Operating organisation | Cross-platform |
Platform | Cross-platform |
Type | API |
License | Free of charge, royalty or licensing |
Website | world wide web |
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]
This section needs expansion. You can help by adding to information technology. (September 2014) |
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
References [edit]
- ^ "Khronos Expands Telescopic of 3D Open up Standard Ecosystem".
- ^ "OpenGL ES Overview". Khronos Group.
- ^ a b "3D Graphics API State of the Matrimony: SIGGRAPH 2015" (PDF). Khronos.
Industry volition send >1.7 billion devices in 2015
- ^ Hruska, Joel (4 March 2015). "Non dead nonetheless: AMD's Mantle powers new Vulkan API, VR efforts". ExtremeTech. Ziff Davis.
- ^ "What versions of GLSL tin I utilize in OpenGL ES two.0?". Stack Overflow.
- ^ https://www.khronos.org/registry/OpenGL/specs/es/1.0/opengles_spec_1_0.pdf[ bare URL PDF ]
- ^ http://programmer.amd.com/wordpress/media/2012/10/GDC06-GLES_Tutorial_Day-Munshi-OpenGLES_Overview.pdf[ bare URL PDF ]
- ^ https://www.khronos.org/registry/OpenGL/specs/es/i.1/es_full_spec_1.1.pdf[ bare URL PDF ]
- ^ "stack overflow: glGenFramebuffersOES vs glGenFramebuffers?". Retrieved 2022-04-19 .
- ^ "Khronos Press Releases - OpenGL ES 2.0". Khronos.org. 2007-03-05. Archived from the original on 2010-12-28. Retrieved 2010-12-23 .
- ^ Edward Angel, Dave Shreiner, Interactive Computer Graphics: A Superlative-Down Approach with Shader-Based OpenGL, 6th Edition, p. xxi-xxii, ISBN 978-0-13-254523-five
- ^ "The OpenGL® ES Shading Linguistic communication" (PDF). Khronos.org. Retrieved 2013-02-sixteen .
- ^ "The OpenGL(R)Graphics Organisation: A Specification (Version 4.ane (Core Contour)" (PDF). July 25, 2010.
- ^ https://www.khronos.org/registry/OpenGL/specs/es/ii.0/es_full_spec_2.0.pdf[ bare URL PDF ]
- ^ "OpenGL© ES – Common Contour Specification 2.0.25 (Difference Specification)" (PDF). November ii, 2010.
- ^ "OpenGL ES three.0 Programming Guide" (PDF). Pearson Education, Inc. Retrieved 2022-04-18 .
- ^ "OpenGL ES three.0 Programming Guide" (PDF). Pearson Educational activity, Inc. Retrieved 2022-04-eighteen .
- ^ "The OpenGL ES 3.0 specification".
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- ^ "WebGL two.0 Specification".
- ^ https://www.khronos.org/registry/OpenGL/specs/es/iii.0/es_spec_3.0.pdf[ bare URL PDF ]
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- ^ https://www.khronos.org/registry/OpenGL/specs/es/three.1/es_spec_3.i.pdf[ bare URL PDF ]
- ^ "The OpenGL ES three.2 specification".
- ^ https://world wide web.khronos.org/registry/OpenGL/specs/es/3.2/es_spec_3.2.pdf[ bare URL PDF ]
- ^ https://www.khronos.org/registry/OpenGL/specs/es/3.two/GLSL_ES_Specification_3.twenty.pdf[ blank URL PDF ]
- ^ "Adjacent Generation OpenGL Becomes Vulkan: Additional Details Released".
- ^ "What is Android?".
- ^ "Symbian Bone v9.5 product canvas". Symbian. Archived from the original on 2008-03-27.
- ^ "Using OpenGL ES". QNX Software Development Platform (v6.5.0). QNX. Retrieved 2011-01-08 .
- ^ "OpenGL ES demo in PPT format". 21 Nov 2021.
- ^ "OpenGL ES/PSGL Presentation in PPT format". Sony. Khronos. 21 November 2021.
- ^ "New in this beta release". Release Notes - BlackBerry Java Application. Research in Move. Archived from the original on 2009-12-02. Retrieved 2009-12-08 .
- ^ Koh, Damian (2009-11-29). "What to expect for BlackBerry smartphones". CNET Asia. Archived from the original on 2009-12-13. Retrieved 2009-12-08 .
- ^ a b "PDK - Overview". HP Palm Developer Center. Archived from the original on 2011-01-01. Retrieved 2010-12-23 .
- ^ "DMP announces OpenGL ES i.i conformant PICA 200 adopted by Nintendo". 2010-06-21. Retrieved 2013-06-02 .
- ^ "Android two.two specifications". 2010-07-01. Archived from the original on 2010-x-11.
- ^ a b c d "Mesa OpenGL Extensions and Capabilities".
- ^ a b "Mesa OpenGL Extensions and Capabilities".
- ^ "Maemo software - Nokia > Nokia N900 mobile reckoner > Technical specifications". Nokia Corporation. Archived from the original on 29 October 2009. Retrieved 12 January 2010.
- ^ "iOS eight for Developers". Apple Developer.
- ^ "Khronos Conformant Products". 21 November 2021.
- ^ Sag, Anshel (2013-04-11). "The Land of OpenGL ES 3.0: Who'south Got What". Vivid Side of News. Archived from the original on 2013-06-15. Retrieved 2015-12-22 .
- ^ "OpenGL ES3.one Conformant Products". Retrieved 2014-08-xi .
- ^ "Adreno™ Graphics Processing Units". Qualcomm. Retrieved 2014-08-11 .
- ^ "GL ES three.1 on Adreno 3xx?". Retrieved 2014-08-11 .
- ^ "ARM's Mali Midgard Architecture Explored". AnandTech. Retrieved 2014-08-eleven .
- ^ "Vivante Vega Cores for 3D". Vivante. Retrieved 2014-12-ten .
- ^ "Khronos Debuts OpenGL ES 3.2 & New GL Extensions, But No Vulkan This Week". Baronial 10, 2015. Retrieved Baronial xi, 2015.
- ^ "OpenGL ES 3.two and Vulkan – everything you demand to know". Android Authority. 2015-08-15. Retrieved 2015-12-22 .
- ^ "NVIDIA Releases 358.50 Game Ready Drivers For Star Wars Battlefront". AnandTech. Retrieved 2015-ten-07 .
- ^ 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.
- ^ Khronos. "Vulkan, OpenGL, and OpenGL ES" (PDF). www.khronos.org . Retrieved 2020-04-24 .
- ^ "p3/regal: Regal for OpenGL". GitHub. eighteen Oct 2021.
- ^ McCutchan, John (7 September 2012). "In-depth: Bringing Royal OpenGL to Native Client". Gamasutra.
- ^ "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
- 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
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