
Each cube map layer is a unique cube map image set ( GL_ARB_texture_cube_map_array). Cube map array textures, 2-dimensional array textures that may contain many cube map layers.Support for three-component buffer texture formats RGB32F, RGB32I, and RGB32UI ( GL_ARB_texture_buffer_object_rgb32).New tessellation stages and two new corresponding shader types, tessellation control and tessellation evaluation shaders, operating on patches (fixed-sized collections of vertices) ( GL_ARB_tessellation_shader).Support for “indirect subroutine calls”, where a single shader can include many subroutines and dynamically select through the API which subroutine is called from each call site ( GL_ARB_shader_subroutine).


Level-of-detail computations that would be performed if a texture lookup Shader texture functions (textureLOD) that return the results of automatic Support for OpenGL Shading Language 4.00, including new fragment.

OpenGL 3.3 and 4.0 specifications are available HERE. Open standard 3D API specification available immediately Provides performance, quality and flexibility enhancements including tessellation and double precision shaders Tight integration with OpenCL for seamless visual computing.Īnd OpenGL 4.0 will officialize the support of hardware tessellation ( GL_ARB_tessellation_shader): very very nice!!! I’ll be able to update my tessellation demo to make it run on both NVIDIA and ATI cards…Īnd I bet (actually it’s sure my friends) that GeForce GTX 480 and GTX 470 will expose these new extensions. : Already building.Īt .SimpleBufferBuilder.begin(SimpleBufferBuilder.java:151) ~ Īt _ARB_tessellation_shader, GL_ARB_gpu_shader5, GL_ARB_draw_indirect, GL_ARB_shader_subroutine or GL_ARB_texture_gather, here are some of the new features that OpenGL 4.0 will bring.
