OpenGL turned 20 as of the start of this year. Two new versions of the API have just been released during SIGGRAPH: OpenGL 4.3 and OpenGL ES 3.0. Ars Technica put together a piece to outline the changes in these versions – most importantly: feature parity between Direct3D 11 and OpenGL 4.3.
As much attention as Direct3D gets for PC gamers – you cannot ignore OpenGL.
Reigning in graphics hardware is a real challenge. We desire to make use of all the computational performance of our devices but also make it easy to develop for in as few times as possible. Regardless of what mobile, desktop, or other device you own – if it contains a GPU it almost definitely supports either OpenGL or OpenGL ES.
Even certain up-and-coming websites utilize the GPU to break new ground.
The Khronosgraph says 20 years.
Two new versions of OpenGL were recently published: OpenGL 4.3 as well as OpenGL ES 3.0. For the first time OpenGL allows programmers to access compute shaders which makes it easier to accelerate computations which do not work upon pixels, vertices, or geometry without bringing in OpenCL or some other API. Unfortunately this feature does not appear to carry over to OpenGL ES 3.0.
OpenGL ES is also important, not just for native mobile development as it is intended, but also because it is considered the basis of WebGL. It is likely that a future WebGL revision will contain the OpenGL ES 3.0 enhancements such as many rendering targets, more complex shaders, and so forth.
But it seems like the major reason why these two revisions were released together – apart from their timing aligning with the SIGGRAPH trade show – is because OpenGL and OpenGL ES have been somewhat merged. OpenGL ES 3.0 is now a subset of OpenGL 4.3 rather than some heavily overlapping Venn diagram. Porting from one specification to the other should be substantially easier.
So happy birthday, OpenGL – just don’t go down the toilet on your 21st.