OpenGL is a cross-platform application programming interface (API) that provides access to hardware accelerated 3D rendering in via software. The OpenGL specification defines the OpenGL language, which was originally based on C and C++, but has since evolved into multiple versions. Modern versions of OpenGL are typically used for computer graphics rendering when high performance is desired or when using non-graphical user interfaces (GUIs). OpenGL was conceived in 1992 by Hendrik Antoon and Andreas Herzig at NVidia Corporation. After its release in 1993 it quickly became popular for realtime 3D rendering applications such as interactive computer games and interactive media like movies, visual effects, CAD/CAM systems etc. A new version was released, OpenGL 2.0, in 1999. Notable features of the OpenGL 2.0 specification include: OpenGL is portably implemented on most hardware platforms by a variety of vendors and operating systems for both desktop and mobile devices. It is licensed by the Khronos Group. The latest version maintained by the group is version 3, which was released in December 2007 and superseded version 2.1 (June 2001). Linux based systems such as Ubuntu (versions 8 onwards) and FreeDOS (diversified with OpenGL via libGL) adhere to this specification's API level 1 standard; they receive updates from the open-source community at their own pace. A complementary version of the specification, called the OpenGL Shading Language (GLSL), is defined as a language for programming shader effects. This language is used as a shader programming language for both OpenGL and WebGL. Many shaders that can be used with either technology are implemented in GLSL and share a common syntax and semantics. The OpenGL specification describes an abstract API to draw 2D and 3D graphics – it does not define any rendering methods – instead, rendering methods may be defined by one or more "renderer" interfaces such as Direct3D, OpenGL, etc. Because of this abstraction requirement, implementations may differ greatly from each other. However, any given implementation must provide the same API to the programmer. For example, there must be a way to draw a line onscreen in all implementations. The canonical OpenGL reference for programming the API is "The OpenGL Programming Guide", published by Addison-Wesley and written by multiple authors. The guide has been updated with each new release of the specification and includes comprehensive and in-depth examples and explanations that illustrate how to use many of OpenGL's functions, particularly in regard to its more advanced features. There is also a "Red Book" which covers OpenGL version 3.2, however parts of it are out of date concerning why certain features were deprecated in newer versions (such as GLSL version 1.20). Newer versions of OpenGL (or ones derived from OpenGL) include: The following features also apply to OpenGL:
The specification requires that all functions that take a parameter "be defined as taking only values from a single type, corresponding to a single object" and "be declared as taking this type as a parameter". This is intended to prevent the loss of information during function calls. In particular, if one function takes an "array" as a parameter, there should not be any way for the programmer to pass an array of another type or structure to it. The specification permits undefined behavior so long as it defaults to safe behavior.
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