OpenGL 4.0 erscheint mit der OpenGL Shading Language (GLSL) 4.00. U.a. soll es folgende Eigenschaften mitbringen (Zitat aus der Pressemitteilung in Englisch):
- two new shader stages that enable the GPU to offload geometry tessellation from the CPU
- per-sample fragment shaders and programmable fragment shader input positions for increased rendering quality and anti-aliasing flexibility
- drawing of data generated by OpenGL, or external APIs such as OpenCL, without CPU intervention
- shader subroutines for significantly increased programming flexibility
- separation of texture state and texture data through the addition of a new object type called sampler objects
- 64-bit double precision floating point shader operations and inputs/outputs for increased rendering accuracy and quality
- performance improvements, including instanced geometry shaders, instanced arrays, and a new timer query
(P.S.: Wer Lust hat, das verständlich zu übersetzen, darf das ruhig tun ;-). Mir sagt es relativ wenig.)
Zum Nachlesen: OpenGL 4 Pressemitteilung