THE KHRONOS GROUP has released the OpenGL ES 3.0 specification for mobile 3D graphics.
The Khronos group, which oversees development of the OpenGL specification, has announced it has released the OpenGL ES 3.0 specification. The consortium said its royalty free OpenGL ES 3.0 API is backwards compatible with OpenGL ES 2.0 and draws technologies from previous versions of the desktop OpenGL specification.
OpenGL ES 3.0 brings the possibility of hardware acceleration for occlusion queries, transform feedback, instanced rendering and support for more than four rendering targets. The specification also updates the GLSL ES shading language, which now has support for 32-bit integer and floating point operations.
Tom Olson, chairman of the OpenGL ES Working Group and director of graphics research at ARM said, "OpenGL ES 3.0 draws on proven functionality from OpenGL 3.3 and 4.2 and carefully balances the introduction of leading-edge technology with addressing the real-world needs of developers."
As the OpenGL ES Working Group has all the big names in mobile graphics, it is only a matter of time before ARM, Imagination, Nvidia and Qualcomm put out chips supporting the new OpenGL ES 3.0 specification. Imagination said all its PowerVR Series6 GPU cores fully support OpenGL ES 3.0.
Due to the fact that Microsoft is almost invisible in the mobile market, OpenGL ES is treated as the 3D API of choice. While chip designers such as ARM, Imagination and Nvidia will start to promote Microsoft DirectX support for use in upcoming Windows RT tablets, developers are likely to stick with OpenGL ES for a while yet due to the significantly larger audience. µ
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