From 906ec91648cd1786285e9ec86d12bca49c3cdb31 Mon Sep 17 00:00:00 2001 From: Sven Gothel Date: Thu, 18 Jul 2013 13:12:07 +0200 Subject: Doc: Update UML diagram and 'Overview-OpenGL-Evolution-And-JOGL' --- doc/Overview-OpenGL-Evolution-And-JOGL.html | 37 ++++++++++++++++++++++------- 1 file changed, 28 insertions(+), 9 deletions(-) (limited to 'doc/Overview-OpenGL-Evolution-And-JOGL.html') diff --git a/doc/Overview-OpenGL-Evolution-And-JOGL.html b/doc/Overview-OpenGL-Evolution-And-JOGL.html index 86b5b180e..6bdc755ce 100644 --- a/doc/Overview-OpenGL-Evolution-And-JOGL.html +++ b/doc/Overview-OpenGL-Evolution-And-JOGL.html @@ -100,6 +100,12 @@ for embedded systems was released.

In July 2010 OpenGL 4.1 was released and it's core profile is fully compatible to OpenGL ES 2.0.

+

+In July 2012 OpenGL 4.3 and OpenGL ES 3.0 were released. +OpenGL's 4.3 core profile is fully compatible to OpenGL ES 3.0.
+Some OpenGL 3.x implementations implementing GL_ARB_ES3_compatibility +are OpenGL ES 3.0 compatible as well, e.g. Mesa 9.1.

+

Today, desktop and embedded GPU's implement the programmatic shader (PSP) based rendering.

@@ -115,8 +121,8 @@ to avoid the FFP, but using the PSP. This allows the implementor to utilize application level optimization which usually cannot be reached by the very generic implemented FFP in the OpenGL drivers.

-

JOGL & The OpenGL Evolution

-
+

JOGL & The OpenGL Evolution

+

Like GL4Java, the 1st JOGL release 1.x mapped OpenGL in one interface. This architecture was feasible and correct until the new OpenGL @@ -124,7 +130,7 @@ profiles surfaced. There was only one unique way to create an OpenGL context for OpenGL versions.

-The continously developed JOGL 2.x reflects the aforementioned OpenGL evolution +The continously developed JOGL project reflects the aforementioned OpenGL evolution by mapping the OpenGL profiles to interfaces. This is essential since creating an OpenGL context for each class of OpenGL profiles requires it's specific initialisation.
@@ -140,6 +146,7 @@ Fixed Function (FFP) Only Profiles: Programmable Shader (PSP) Only Profiles:


@@ -158,9 +165,17 @@ to allow easy development of multiple target profiles.

Common OpenGL Profile Subsets:

@@ -185,10 +200,14 @@ ensures the code complies with the GL2 and GLES2 profile and an implementation m } -

OpenGL Profile Model (UML) (with frames)

- +

OpenGL Profile Models (UML)

+Complete UML with frames. +
Compatibility (Fixed Function and Programmable)
+ +
Core Only (Programmable)
+ -

References

+

References