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Appendix H

Version 1.5

OpenGL version 1.5, released on July 29, 2003, is the fifth revision since the original version 1.0. Version 1.5 is upward compatible with earlier versions, meaning that any program that runs with a 1.4, 1.3, 1.2, 1.1, or 1.0 GL implementation will also run unchanged with a 1.5 GL implementation.

In addition to additions to the classical fixed-function GL pipeline in OpenGL 1.5, the OpenGL ARB also approved a related set of ARB extensions including the OpenGL Shading Language specification and the ARB shader objects,

ARB vertex shader, and ARB fragment shader extensions through which high-level shading language programs can be loaded and used in place of the fixedfunction pipeline.

Following are brief descriptions of each addition to OpenGL 1.5. The low-level and high-level shading languages are important adjuncts to the OpenGL core. They are described in more detail in appendix J, and their corresponding ARB extension specifications are available online as described in that appendix.

H.1 Buffer Objects

Buffer objects allow various types of data (especially vertex array data) to be cached in high-performance graphics memory on the server, thereby increasing the rate of data transfers to the GL.

Buffer objects were promoted from the ARB vertex buffer object extension.

334

H.2. OCCLUSION QUERIES

335

H.2 Occlusion Queries

An occlusion query is a mechanism whereby an application can query the number of pixels (or, more precisely, samples) drawn by a primitive or group of primitives. The primary purpose of occlusion queries is to determine the visibility of an object.

Occlusion query was promoted from the ARB occlusion query extension.

H.3 Shadow Functions

Texture comparison functions are generalized to support all eight binary functions rather than just LEQUAL and GEQUAL.

Texture comparison functions were promoted from the EXT shadow funcs extension.

H.4 Changed Tokens

To achieve consistency with the syntax guidelines for OpenGL function and token names, new token names are introduced to be used in place of old, inconsistent names. However, the old token names continue to be supported, for backwards compatibility with code written for previous versions of OpenGL. The new names, and the old names they replace, are shown in table H.1.

H.5 Acknowledgements

OpenGL 1.5 is the result of the contributions of many people. The editor especially thanks the following individuals for their sustained efforts in leading ARB working groups essential to the success of OpenGL 1.5 and of ARB extensions approved in

conjunction with OpenGL 1.5:

 

 

 

 

 

Matt

Craighead

led

the

working

group

which

cre-

ated the ARB vertex buffer object extension and OpenGL 1.5 core feature. Kurt Akeley wrote the initial specification for the group.

Daniel Ginsburg and Matt Craighead led the working group which created the ARB occlusion query extension and OpenGL 1.5 core feature.

Benjamin Lipchak led the fragment program working group which created the ARB fragment program extension, completing the low-level programmable

shading interface.

 

Bill Licea-Kane

led the GL2 working group which created the high-

level programmable

shading interface, including the ARB fragment shader,

Version 2.0 - October 22, 2004

H.5. ACKNOWLEDGEMENTS

336

 

 

New Token Name

Old Token Name

 

 

 

 

FOG COORD SRC

FOG COORDINATE SOURCE

 

 

FOG COORD

FOG COORDINATE

 

 

CURRENT FOG COORD

CURRENT FOG COORDINATE

 

 

FOG COORD ARRAY TYPE

FOG COORDINATE ARRAY TYPE

 

 

FOG COORD ARRAY STRIDE

FOG COORDINATE ARRAY STRIDE

 

 

FOG COORD ARRAY POINTER

FOG COORDINATE ARRAY POINTER

 

 

FOG COORD ARRAY

FOG COORDINATE ARRAY

 

 

FOG COORD ARRAY BUFFER BINDING

FOG COORDINATE ARRAY BUFFER BINDING

 

 

SRC0 RGB

SOURCE0 RGB

 

 

SRC1 RGB

SOURCE1 RGB

 

 

SRC2 RGB

SOURCE2 RGB

 

 

SRC0 ALPHA

SOURCE0 ALPHA

 

 

SRC1 ALPHA

SOURCE1 ALPHA

 

 

SRC2 ALPHA

SOURCE2 ALPHA

 

 

Table H.1: New token names and the old names they replace.

ARB shader objects, and ARB vertex shader extensions and the OpenGL Shading Language.

John Kessenich was the principal editor of the OpenGL Shading Language specification for the GL2 working group, starting from the initial glslang proposal written by John, Dave Baldwin, and Randi Rost.

A partial list of other contributors, including the company that they represented at the time of their contribution, follows:

Kurt Akeley, NVIDIA Allen Akin

Chad Anson, Dell Computer

Bill Armstrong, Evans & Sutherland Ben Ashbaugh, Intel

Dave Baldwin, 3Dlabs Chris Bentley, ATI Bob Beretta, Apple David Blythe

Alain Bouchard, Matrox

Daniel Brokenshire, IBM Pat Brown, NVIDIA

John Carmack, Id Software

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337

Paul Carmichael, NVIDIA

Bob Carwell, IBM

Paul Clarke, IBM

Bill Clifford, Intel

Roger Cloud, SGI

Graham Connor, Power VR

Matt Craighead, NVIDIA

Doug Crisman, SGI

Matt Cruikshank, Vital Images

Deron Dann Johnson, Sun

Suzy Deffeyes, IBM

Steve Demlow, Vital Images

Joe Deng, SiS

Jean-Luc Dery, Discreet

Kenneth Dyke, Apple

Brian Emberling, Sun

Cass Everitt, NVIDIA

Brandon Fliflet, Intel

Allen Gallotta, ATI

Daniel Ginsburg, ATI

Steve Glanville, NVIDIA

Peter Graffagnino, Apple

Lee Gross, IBM

Rick Hammerstone, ATI

Evan Hart, ATI

Chris Hecker, Definition 6

Alan Heirich, HP

Gareth Hughes, NVIDIA

Michael I Gold, NVIDIA

John Jarvis, Alt.software

Rich Johnson, HP

John Kessenich, 3Dlabs

Mark Kilgard, NVIDIA

Dale Kirkland, 3Dlabs

Raymond Klassen, Intel

Jason Knipe, Bioware

Jayant Kolhe, NVIDIA

Steve Koren, 3Dlabs

Bob Kuehne, SGI

Christian Laforte, Alias

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338

Luc Leblanc, Discreet

Jon Leech, SGI

Kevin Lefebvre, HP

Bill Licea-Kane, ATI

Barthold Lichtenbelt, 3Dlabs

Kent Lin, Intel

Benjamin Lipchak, ATI

Rob Mace, ATI

Bill Mark, NVIDIA

Michael McCool, U. Waterloo

Jack Middleton, Sun

Howard Miller, Apple

Teri Morrison, HP / 3Dlabs

Marc Olano, SGI / U. Maryland

Jean-Francois Panisset, Discreet

Jon Paul Schelter, Matrox

Brian Paul, Tungsten Graphics

Scott Peterson, HP

Bimal Poddar, Intel

Thomas Roell, Xi Graphics

Phil Rogers, ATI

Ian Romanick, IBM

John Rosasco, Apple

Randi Rost, 3Dlabs

Matt Russo, Matrox

Jeremy Sandmel, ATI

Paul Sargent, 3Dlabs

Folker Schamel, Spinor GMBH

Michael Schulman, Sun

John Scott, Raven Software

Avinash Seetharamaiah, Intel

John Spitzer, NVIDIA

Vlad Stamate, Power VR

Michelle Stamnes, Intel

John Stauffer, Apple

Eskil Steenberg, Obsession

Bruce Stockwell, HP

Christopher Tan, IBM

Ray Tice, Avid

Pierre P. Tremblay, Discreet

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H.5. ACKNOWLEDGEMENTS

339

Neil Trevett, 3Dlabs

Nick Triantos, NVIDIA

Douglas Twilleager, Sun

Shawn Underwood, SGI

Steve Urquhart, Intelligraphics

Victor Vedovato, ATI

Daniel Vogel, Epic Games

Mik Wells, Softimage

Helene Workman, Apple

Dave Zenz, Dell

Karel Zuiderveld, Vital Images

Version 2.0 - October 22, 2004

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