OpenGL 4.2 spec released
OpenGL 4.2 Specification aims to enrich cross-platform 3D graphics
The Khronos Group has announced the immediate release of the OpenGL 4.2 specification, bringing the very latest graphics functionality to the widely adopted cross-platform 2D and 3D graphics API.
OpenGL 4.2 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility - enabling applications to incrementally use new features, while portably accessing graphics processing unit functionality across diverse operating systems and platforms.
New functionality in the OpenGL 4.2 specification includes enabling shaders with atomic counters, capturing GPU-tessellated geometry, modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements, and more.
“OpenGL 4.2 has integrated feedback from developers that are shipping significant OpenGL-based applications and games, making for a faster, more capable API which will continue to evolve to meet market needs,” said Barthold Lichtenbelt, director of Tegra graphics at NVIDIA. “As with previous OpenGL releases NVIDIA is committed to ship productized implementations as rapidly as possible after specification release. In fact, NVIDIA released production OpenGL 4.2 drivers today, enabling developers to immediately leverage this new functionality on NVIDIA GPUs.”
OpenGL is the main competing architecture to Microsoft's popular DirectX platform.
OpenGL 4.2 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility - enabling applications to incrementally use new features, while portably accessing graphics processing unit functionality across diverse operating systems and platforms.
New functionality in the OpenGL 4.2 specification includes enabling shaders with atomic counters, capturing GPU-tessellated geometry, modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvements, and more.
“OpenGL 4.2 has integrated feedback from developers that are shipping significant OpenGL-based applications and games, making for a faster, more capable API which will continue to evolve to meet market needs,” said Barthold Lichtenbelt, director of Tegra graphics at NVIDIA. “As with previous OpenGL releases NVIDIA is committed to ship productized implementations as rapidly as possible after specification release. In fact, NVIDIA released production OpenGL 4.2 drivers today, enabling developers to immediately leverage this new functionality on NVIDIA GPUs.”
OpenGL is the main competing architecture to Microsoft's popular DirectX platform.

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