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Safety critical drawing with OpenGL SC The main sticking points when migrating OpenGL ES software to functionally safe OpenGL SC

Bringing software into a safety critical environment can be tricky, especially when using the complex APIs needed for modern 3D graphics. That’s what makes OpenGL SC (Safety Critical) so important: it bridges the gap between beautiful displays and functional safety, while trying to remain as close to existing embedded standards that we all know and love. OpenGL SC will only become more prevalent in embedded graphics work as industries increasingly try to merge safety conscious methodologies with user-friendly interfaces.

As OpenGL SC is derivative from the OpenGL ES standards, you may already be familiar with the basics. But what are those fundamental differences? This whitepaper outlines the main sticking points when migrating software from OpenGL ES to OpenGL SC. It provides a succinct summary of the kind of code affected by each API change, the rationale for each change, and the workarounds to employ. For engineers who already understand OpenGL ES, this whitepaper may provide the simplest way to highlight the few differences between the specifications.

is a senior software engineer at KDAB where he heads up our UK office and also leads the 3D R&D team. He has been developing with C++ and Qt since 1998 and is Qt 3D Maintainer and lead developer in the Qt Project. Sean has broad experience and a keen interest in scientific visualization and animation in OpenGL and Qt. He holds a PhD in Astrophysics along with a Masters in Mathematics and Astrophysics.
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