11/11/2022 0 Comments Opengl 4.5 vs 4.6![]() ![]() There are probably many other uses for image load/store, but it will take cleverer people to figure them out. With it, you have the ability to implement order-independent transparency with performance that's about as good as OIT is going to get. I'd say that image load/store is probably the most overlooked and yet most powerful bit of GL 4 functionality. The specification is a bit hard to follow, but it's good functionality. You can more or less attach a function to a specific bind point in a program. This basically allows you to dynamically piece together different fragments of shaders. Shader subroutines are an interesting idea. But to me at least, it's not really the best thing GL 4 has going for it. That's not to say that it's useless proper use of tessellation can enhance detail in models. ![]() It is also probably the least generally useful. Tessellation is probably the most well-known feature. The most salient question is this: what does GL 4.x allow me to do that I can't with 3.x hardware? Do note that many features (separate_shader_objects, shading_language_420pack, texture_storage) are not restricted to 4.x hardware they are API changes and you can access them on 3.x hardware via extensions. So "moving to openGL 4" means abandoning lower hardware, or having multiple rendering pathways.Ī detailed breakdown of the actual feature changes between 3.3 and 4.2 can be found in the 4.2 specification. D3D10 hardware is represented by the 3.x versions of OpenGL. It exposes functionality of that hardware. ![]() The 4.x series of OpenGL versions represents what you might call "Direct3D 11"-class hardware. In short, OpenGL (generally) is backwards compatible, so all GL 3 code works just fine on GL 4 implementations. I'll start this off by linking to an explanation of how OpenGL versions work. ![]()
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