– conditional rendering based on occlusion queries for increased performance
– compact half-float vertex and pixel data to save memory and bandwidth
– transform feedback to capture geometry data after vertex
transformations into a buffer object to drive additional compute and
rendering passes
– four new texture compression schemes for one and two channel textures
providing a factor of 2-to-1 storage savings over uncompressed data
– rendering and blending into sRGB framebuffers to enable faithful
color reproduction for OpenGL applications without adjusting the
monitor’s gamma correction
– texture arrays to provide efficient indexed access into a set of textures
– 32-bit floating-point depth buffer support
Non ci resta quindi che aspettare le prime applicazioni in grado di supportare le nuove OpenGL 3.0. Per maggiori informazioni vi consigliamo di visitare il sito web ufficiale .