![]() Then things started getting really interesting. ![]() OpenGL gives us the flexibility to define our own framebuffers. Khronos recognized the opportunity and began to organize to undertake this new project. The combination of these buffers is stored somewhere in GPU memory and is called a framebuffer. With the support of the OpenGL Architecture Board, the industry body responsible for evolving OpenGL for 10 years, 3Dlabs took the idea of defining a subset of OpenGL to the Khronos Group-an open standards consortium working on OpenGL-related standards. As interest quickly grew around 3Dlabs’ idea, the search began for a standards body able to create a 3D graphics API for embedded systems that leveraged the proven strengths of OpenGL-an API that has been used by a huge range of applications from games to CAD systems on a wide variety of workstations and PCs. It soon became clear that there was a widespread industry desire for a small footprint, cross platform API with excellent 2D and 3D functionality, particularly as 3D silicon was rapidly becoming both more capable and significantly cheaper, but such an API simply didn’t exist in 2001. OpenGL ES originated that way-in a modest 3Dlabs project in 2001 that sought to define a standardized subset of OpenGL for a range of embedded systems. ![]() ![]() Dave Astle Foreword Y ou say you want a revolution? Well, sometimes the smallest things can create the biggest changes. Dave Durnil For Lissa, whom I ignored when she told me to stop writing these damn books. This page intentionally left blank For my family and all my best friends. ![]()
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