- Mar 8, 2003
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highlights are
heh, i thought they were just going to go straight to 2.0
highlights are
Vertex Buffer Object: vertex arrays for higher performance rendering
Shadow Function: additional comparison functions for shadow mapping
Occlusion Query: asynchronous occlusion test for better culling
Non power-of-two Textures: for more efficient use of texture memory, including mipmaps
OpenGL Shading Language v. 1.0: as official extensions more specifically, shader objects, vertex shaders, and fragment shaders, all for use of programmable shader hardware
heh, i thought they were just going to go straight to 2.0