- DOES APPLE SUPPORT OPENGL 4.3 HOW TO
- DOES APPLE SUPPORT OPENGL 4.3 CODE
- DOES APPLE SUPPORT OPENGL 4.3 WINDOWS
DOES APPLE SUPPORT OPENGL 4.3 WINDOWS
The steps for selecting a core or compatibility profile depend on the Windows system's API. Some Windows APIs provide the ability to select a forward-compatible status along with the profile. In other words, if a context is forward-compatible, it only includes functions that are in the core, but not those that were marked as deprecated. A context that is considered forward-compatible basically indicates that all deprecated functionality has been removed. It may be somewhat confusing that there is also the concept of a forward-compatible context, which is distinguished slightly from the concept of a core/compatibility profile. The old fixed-function pipeline has been deprecated in favor of a new programmable pipeline, a key part of which is the shader program written in GLSL. In fact, OpenGL Version 3.2 and above not only provide this capability, but they require shader programs as part of every OpenGL program. For more details on this programmable pipeline, see the introduction to Chapter 3, The Basics of GLSL Shaders. With the advent of GLSL, we now have the ability to replace this hardcoded functionality with our own programs written in GLSL, thus giving us a great deal of additional flexibility and power. When we wanted to implement custom effects, we used various tricks to force the fixed-function pipeline into being more flexible than it really was. Prior to OpenGL Version 2.0, the shading algorithm was hardcoded into the pipeline and had only limited configurability. Shader programs form essential parts of the OpenGL pipeline. This makes shader programs incredibly efficient, and provides the programmer with a simple API for implementing highly-parallel computation.
The number of processors on the graphics card determines how many can be executed at one time. For example, a fragment shader might be executed once for every pixel, with each execution running simultaneously. Shader programs are designed for direct execution on the GPU and are executed in parallel. See Chapter 11, Using Compute Shaders, for details about using compute shaders. With compute shaders, introduced in OpenGL 4.3, we can now do GPGPU within OpenGL. The field of study called General Purpose Computing on Graphics Processing Units ( GPGPU) is concerned with the utilization of GPUs (often using specialized APIs such as CUDA or OpenCL) to perform general-purpose computations such as fluid dynamics, molecular dynamics, and cryptography. The book provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer-graphics applications.
DOES APPLE SUPPORT OPENGL 4.3 HOW TO
You will learn how to use noise in shaders and how to use compute shaders. OpenGL 4 Shading Language Cookbook, Third Edition also covers advanced topics such as shadow techniques (including the two of the most common techniques: shadow maps and shadow volumes). Topics such as particle systems, screen-space ambient occlusion, deferred rendering, depth-based tessellation, and physically based rendering will help you tackle advanced topics. After that, you'll learn to use textures, produce shadows, and use geometry and tessellation shaders. We then proceed to cover basic lighting and shading effects.
The book begins by familiarizing you with beginner-level topics such as compiling and linking shader programs, saving and loading shader binaries (including SPIR-V), and using an OpenGL function loader library.
DOES APPLE SUPPORT OPENGL 4.3 CODE
OpenGL 4 Shading Language Cookbook, Third Edition provides easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement them.