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  2. OpenGL - Wikipedia

    en.wikipedia.org/wiki/OpenGL

    OpenGL (Open Graphics Library [4]) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics.The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering.

  3. ARB assembly language - Wikipedia

    en.wikipedia.org/wiki/ARB_assembly_language

    While nVidia has made proprietary extensions to ARB assembly languages that combine the fast compile speed of ARB assembly with modern OpenGL 3.x features, introduced with the GeForce 8 series, most non-nVidia OpenGL implementations do not provide the proprietary nVidia extensions to ARB assembly language [5] and do not offer any other way to ...

  4. Vulkan - Wikipedia

    en.wikipedia.org/wiki/Vulkan

    Vulkan is a low-level, low-overhead cross-platform API and open standard for 3D graphics and computing. [17] [18] [19] It was intended to address the shortcomings of OpenGL, and allow developers more control over the GPU.

  5. OpenGL Utility Library - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Utility_Library

    The OpenGL Utility Library (GLU) is a computer graphics library for OpenGL. It consists of a number of functions that use the base OpenGL library to provide higher-level drawing routines from the more primitive routines that OpenGL provides.

  6. Mark Kilgard - Wikipedia

    en.wikipedia.org/wiki/Mark_Kilgard

    Prior to joining Nvidia, Mark Kilgard worked at Compaq and Silicon Graphics. While at Silicon Graphics, he authored the OpenGL Utility Toolkit, better known as GLUT, to make it easy to write OpenGL-based 3D examples and demos. The primary reason for this was the lack of a windowing and input API with OpenGL using GLX.

  7. Temporary Error 10 in AOL Mail

    help.aol.com/articles/temporary-error-10-in-aol-mail

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  8. OpenGL Shading Language - Wikipedia

    en.wikipedia.org/wiki/OpenGL_Shading_Language

    Originally introduced as an extension to OpenGL 1.4, GLSL was formally included into the OpenGL 2.0 core in 2004 by the OpenGL ARB. It was the first major revision to OpenGL since the creation of OpenGL 1.0 in 1992. Some benefits of using GLSL are: Cross-platform compatibility on multiple operating systems, including Linux, macOS and Windows.

  9. OpenGL ES - Wikipedia

    en.wikipedia.org/wiki/OpenGL_ES

    OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones ...