Although it is possible for the API to be implemented entirely in software, it is designed to be implemented mostly or entirely in hardware. The OpenGL specification describes an abstract API for drawing 2D and 3D graphics. Īn illustration of the graphics pipeline process Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group. (SGI) began developing OpenGL in 1991 and released it on Japplications use it extensively in the fields of computer-aided design (CAD), virtual reality, scientific visualization, information visualization, flight simulation, and video games. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering. OpenGL ( Open Graphics Library ) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.
Trademark license for new licensees who want to use the OpenGL trademark and logo and claim conformance.
: This is a Free Software License B closely modeled on BSD, X, and Mozilla licenses. Open source license for use of the S.I.WP8/WinRT platforms (DX11 feature level 9.x) are treated as only capable of shader model 2.5. Note that all OpenGL-like platforms (including mobile) are treated as “capable of shader model 3.0”. Supported on DX11+ SM5.0, OpenGL 4.3+, OpenGL ES 3.1+AEP, Vulkan, PS4/XB1 consoles.Not supported on DX9, DX11 before SM5.0, OpenGL before 4.3 (i.e.Supported on DX11+ SM5.0, OpenGL 4.1+, OpenGL ES 3.1+AEP, PS4/XB1 consoles.Not supported on DX9, DX11 before SM5.0, OpenGL before 4.1, OpenGL ES 2.0/3.0/3.1, Metal.OpenGL 4.1 capabilities (DX11 SM5.0 on D3D platforms, just without compute shaders).Has compute shaders, random access texture writes, atomics etc.Supported on DX11+ SM5.0, OpenGL 4.3+, OpenGL ES 3.1, Metal, Vulkan, PS4/XB1 consoles.OpenGL ES 3.1 capabilities (DX11 SM5.0 on D3D platforms, just without tessellation shaders).Has geometry shaders and everything that es3.0 target has.Supported on DX11+, OpenGL 3.2+, OpenGL ES 3.1+AEP, Vulkan, PS4/XB1 consoles.Not supported on DX9, DX11 9.x (WinPhone), OpenGL ES 2.0/3.0/3.1, Metal.Native integer operations in shaders, texture arrays, etc.Supported on DX11+, OpenGL 3.2+, OpenGL ES 3+, Metal, Vulkan, PS4/XB1 consoles.Not supported on DX9, DX11 9.x (WinPhone), OpenGL ES 2.0.OpenGL ES 3.0 capabilities (DX10 SM4.0 on D3D platforms, just without geometry shaders).