While OpenGL ES 3.0 was almost entirely constructed from OpenGL 3.x features, OpenGL ES 3.1’s near-exclusive borrowing of OpenGL 4.x features means that a several pieces of important functionality found in OpenGL 4.x are now available in OpenGL ES. Version numbers aside, with OpenGL ES 3.1 Khronos has finally built out OpenGL ES to a point where it can be considered a subset of OpenGL 4.x. As such OpenGL ES 3.1 is geared towards building on top of what ES 2.0 and 3.0 have already achieved, with a focus on bringing the most popular features from OpenGL 4.x down to OpenGL ES at a pace and in an order that makes the most sense for the hardware and software developers. Like mainline OpenGL, as OpenGL ES has continued its development it has continued to mature, and in the process the rate of advancement and need for overhauls has changed. As it turns out that target date was early 2014, and with GDC 2014 kicking off this week, Khronos is formally announcing the next version of OpenGL ES: OpenGL ES 3.1.Ĭompared to OpenGL ES 3.0, which was announced back in 2012, OpenGL ES 3.1 is a somewhat lower key announcement. Dubbed OpenGL ES Next, we were given a high level overview of the features and a target date of 2014. Coinciding with a mobile-heavy CES 2014, back in January Khronos put out a short announcement stating that they were nearing the release of a new version of OpenGL ES.
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