Name: Anonymous 2010-03-12 4:09
http://www.betanews.com/article/In-a-more-complicated-gaming-world-OpenGL-40-gets-simpler-smarter/12
68348226
http://www.opengl.org/registry/
Direct link to spec with changes marked.
After a very quick look these are the main differences I see:
-Added tessellation shaders. They make it easier to support level-of-detal rendering where objects look good when they are near and they have less polygons when they are far away to save computation. See also.
-Added support for double-precision data in the shaders. This will allow for more accurate computations -- not sure how much this will be used in games.
-Per-sample shading. This will improve antialiasing - making edges look smoother.
There are quite a few changes in there. Some of them seem to be targeted to make it easier to port Direct3D games/apps onto OpenGL. A potential boon for developers.
Also, DirectX sucks
http://blog.wolfire.com/2010/01/Why-you-should-use-OpenGL-and-not-DirectX
68348226
http://www.opengl.org/registry/
Direct link to spec with changes marked.
After a very quick look these are the main differences I see:
-Added tessellation shaders. They make it easier to support level-of-detal rendering where objects look good when they are near and they have less polygons when they are far away to save computation. See also.
-Added support for double-precision data in the shaders. This will allow for more accurate computations -- not sure how much this will be used in games.
-Per-sample shading. This will improve antialiasing - making edges look smoother.
There are quite a few changes in there. Some of them seem to be targeted to make it easier to port Direct3D games/apps onto OpenGL. A potential boon for developers.
Also, DirectX sucks
http://blog.wolfire.com/2010/01/Why-you-should-use-OpenGL-and-not-DirectX