Would be nice to know what OpenGL ES 3.0 adds over OpenGL ES 2.0. I don't believe it's been publicly disclosed yet. OpenGL ES 2.0 seems to be DX9.0 SM2.0 class, so is OpenGL ES 3.0 DX9.0c SM3.0 class or perhaps even DX10 SM4.0 class?
How much functionality does OpenGL ES 3.0 absorb from its bigger brother, now up to v4.2 for OpenGL?
Tesselation? Compute shaders? Geometry shaders?
Which mobile GPU architectures will be able to support this, i ask as vendors like PovwerVR already use unified shaders, while i'm sure Rogue will support Halti (6 series) I wonder whether the 544MP series won't too?
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KalleSverige - Wednesday, December 14, 2011 - link
Damn. That car looks gooood!!!aguilpa1 - Thursday, December 15, 2011 - link
Meh, nothing to write home about in comparison to lets say Nvidia's garage demo renders but for a smartphone bench not bad.Denithor - Wednesday, December 14, 2011 - link
Really?I think you meant to use the term 'fixture' in both cases. Much better fit.
:)
ltcommanderdata - Thursday, December 15, 2011 - link
Would be nice to know what OpenGL ES 3.0 adds over OpenGL ES 2.0. I don't believe it's been publicly disclosed yet. OpenGL ES 2.0 seems to be DX9.0 SM2.0 class, so is OpenGL ES 3.0 DX9.0c SM3.0 class or perhaps even DX10 SM4.0 class?R3MF - Thursday, December 15, 2011 - link
How much functionality does OpenGL ES 3.0 absorb from its bigger brother, now up to v4.2 for OpenGL?Tesselation?
Compute shaders?
Geometry shaders?
Which mobile GPU architectures will be able to support this, i ask as vendors like PovwerVR already use unified shaders, while i'm sure Rogue will support Halti (6 series) I wonder whether the 544MP series won't too?
fashionbook - Tuesday, December 20, 2011 - link
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