Obviously, Direct3D is only available on Windows Linux and Mac OS X are OpenGL-only. What Direct3D doesn't offer, however, is the kind of cross-platform support that OpenGL has. Direct3D has long had the ability to save compiled shaders, and has long provided rich debugging features. Whether this truly constitutes a leapfrogging of Direct3D 11 is not obvious. The new, more robust error handling allows WebGL vendors to make the OpenGL driver stricter in the checks it applies, providing some protection against such attacks. With WebGL, that's no longer the case webpages have a long history of attempting malicious activities, and WebGL gives malicious pages the ability to try to attack video drivers. Errant programs that tried to access memory improperly would crash or misbehave, but this was an acceptable performance decision. Traditionally, OpenGL drivers have only been exposed to "trusted" applications-3D software running at the user's request on the desktop. The more robust error handling in OpenGL 4.1 will strengthen WebGL. This will ease porting and development, as it will enable a common codebase to be used across both desktop and embedded applications, and allow embedded developers to use the often superior development infrastructure that desktop systems provide. With OpenGL 4.1, that's no longer the case the desktop platform is a superset of the embedded one. Previously, OpenGL ES was slightly incompatible with conventional OpenGL. OpenGL has three guises the standard OpenGL used in desktop and workstation hardware, OpenGL ES used in various embedded platforms such as the iPhone and PlayStation 3, and WebGL, which enables webpages to include 3D OpenGL graphics without needing browser plugins. OpenGL 4.1 also strengthens OpenGL's cross-platform appeal. OpenGL 4.1 allows software to cache the compiled programs and therefore bypass the slow compilation step. The downside is that compilation can be a slow process, and if it has to be performed each time a game starts, for example, it can lead to noticeable delays. This allows the programs to be properly optimized for the specific GPU hardware. Shader programs, an important part of modern 3D software and hardware, are written in a hardware-independent language, and then compiled at runtime by the OpenGL driver. OpenGL 4.1 includes more robust error handling to make running buggy programs safer, richer debugging features to make developing OpenGL software simpler, and a new ability to save and restore programs written to use the shaders found in modern video hardware. OpenGL 4.0 brought feature parity with Direct3D 11's new features-in particular, compute shaders and tessellation-and with 4.1, the Khronos Group claims that it is surpassing the functionality offered in Microsoft's 3D API. Just four and a half months after releasing the OpenGL 4 specification, the Khronos Group has released the final version of the OpenGL 4.1 specification.
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