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OpenGL 4.0 arrives, brings more opportunities

With Microsoft becoming increasingly marginalized in areas like mobile media, DirectX is becoming less of a must-use toolset and more of a gaming-specific one. The other side of the coin is, of course, the increasing relevance of standards like OpenGL, OpenAL, and OpenCL: powerful cross-platform systems for graphics, audio, and parallel processing. You may remember OpenCL from its debut on the Mac in Snow Leopard, and OpenGL ES of course powers the UI on the iPad. OpenAL is still a ways from being brought under the public eye, but it’s getting there. In the meantime, OpenGL 4.0 was announced today at GDC, and clearly it has DirectX in its sights.

4.0 has a lot of features which users like you and I don’t really need to know about. Texture swizzling? Awesome. Tessellation? Sure, as long as it’s not like whatever they used in Messiah — remember that game? These new toys for developers will make for a richer and faster graphical experience, to be sure, but I’m not going to list them off for you.

The big news for graphics is handhelds right now. Mobile gaming is blowing up and Microsoft can’t get a foot in the door. Hell, it’s getting its foot booted out from the other side. In the other corner, OpenGL (and the rest of the Open toolset) is setting itself up as being flexible enough to be applied on a handset, a laptop, or a desktop. It may not have DirectX 11 fidelity in water shaders or the latest normal mapping technique, but it’s damn close and what’s more, it doesn’t need a high end graphics card to be the library in use. Though I feel I should add that the games coming out on Windows Phone 7 Series and the Zune HD 2 are looking pretty awesome. This race isn’t over by far.

The OpenCL thing is great as well. If you remember, OpenCL is a set of tools for offloading certain tasks from the CPU onto the GPU, when those tasks are better served by parallel processors. Loading web pages may work fine on your Snapdragon, but decoding video will have it at 100% and drain your battery — better to send it over to the GPU. The GPU computing thing hasn’t quite taken off yet, but it’s pretty much inevitable that it’ll start being implemented on a low level, since it can improve the user experience so dramatically.

I’m always happy to see this kind of steady progress. More capabilities, more competition, and better devices for everyone, OpenGL-based or not. If you’re interested, there’s much more information available.

www.crunchgear.com
www.khronos.org


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