Thus OpenGL 3.0 is not supported on NV3x, NV4x nor G7x hardware. The new features in OpenGL 3.0 require G80, or newer hardware. Beta drivers are currently available for download. NVIDIA is implementing OpenGL 3.0 for Windows and Linux, and will ship a full release shortly. As a result, all currently shipping applications will continue to work on NVIDIA's existing and future hardware.Ĥ) What NVIDIA hardware will support OpenGL 3.0? NVIDIA has no plans for dropping support for OpenGL 2.1, and earlier versions, on our existing and future shipping hardware. The OpenGL 3.0 specification and GLSL 1.30 specifications can be downloaded from the OpenGL registry.ģ) Will existing applications still work on current and future shipping hardware? Specifically, slide 23 shows an overview of all extensions that were folded into core OpenGL 3.0. You can find more on the new features, deprecation and profiles in these NVISION08 Presentations: That mechanism can be a profile or an ARB approved extension, which is still to be decided. Furthermore, the OpenGL ARB is providing a mechanism for encapsulating a set of functionality that can be supported by hardware vendors that want to address a particular market. Several features are marked as deprecated in the OpenGL 3.0 specification (but none are removed). It is not actually removed yet from OpenGL 3.0, but this means that future versions of OpenGL will likely remove some features. Deprecation means that a feature is marked for removal from a future version of the OpenGL spec. Together with OpenGL 3.0, the OpenGL ARB introduced a deprecation and profile mechanism. Thus existing behavior is not changing.Ģ) I hear about deprecation and removing functionality from OpenGL. If you do not use this new call, but stick to the existing WGL/GLX create context calls, you will get OpenGL 2.1. There is a new context creation call CreateContextAttribsARB (for WGL and GLX defined in the WGL/GLX_ARB_create_context extensions) that you have to use in order to request a context that supports OpenGL 3.0, or a later version. In order to use OpenGL 3.0 and later versions, any application explicitly has to "opt in" to use these versions. The OpenGL 3.0 and GLSL 1.30 specifications can be downloaded here: įor any bugs or issues, please file a bug through the developer website: ġ) How do I start using OpenGL 3.0 in my code base? * Transform feedback missing functionality is implemented * VAO bug fixes and performance improvements * Now allows rendering to a FBO with mixed-size attachments * Linux support - OpenGL 3.0 and GLSL 1.30 functionality support between the Linux and Windows releases are identical. The following has been added over the previous Windows beta driver release (177.89): This driver exposes the following new extensions: * Windowless rendering support (We suggest you use GPU affinity instead) * One-channel (RED) and two-channel (RG) textures This driver implements all of GLSL 1.30 and all of OpenGL 3.0, except for the following functionality: GeForce 8000 series or higher GeForce GTX 260, 280 You need one of the following graphics cards to enable the OpenGL 3.0 and GLSL 1.30 functionality: You do not need to do anything on Linux drivers to enable OpenGL 3.0. They can be enabled using the nvemulate utility, as described here. These features are not enabled by default. This driver is aimed at developers to start coding to the new OpenGL 3.0 and GLSL 1.30 features.
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