OpenGL is an industry standard 3D rendering API available on many different workstation and PC platforms. This powerful rendering API is defined by the OpenGL Architectural Review Board (ARB),of which IBM is a founding member. OpenGL conformance tests are also defined by the ARB, which ensures portability of the API across platforms. Software developers using OpenGL can count on equivalent functionality across all platforms. OpenGL defines only a rendering specification; windowing and input are defined by the environment in which OpenGL is run (in our case OS/2 Presentation Manager).
This implementation of OpenGL conforms to the OpenGL 1.0 specification, and passes the OpenGL 1.0 Conformance tests. OpenGL is intended to be an interface to graphics hardware. This means that application writers do not have to code for a particular piece of graphics hardware since they are ensured of a consistent behavior across all graphics hardware which passes the OpenGL conformance tests.
OpenGL on OS/2 does not require special 3D hardware to run. Every OS/2 platform will contain a complete OpenGL pipeline and rasterizer implemented in software. This will provide entry level 3D graphics functionality for a broader base of users. OpenGL performance will scale with CPU power. Higher floating point power will yield better OpenGL performance. Of course, major performance gains can be realized through the use of special 3D hardware when supported under OS/2.
This chapter includes the following sections: