Opengl: 20
This "Embedded Systems" version is a streamlined subset of desktop OpenGL 2.0, widely used for mobile and web graphics (via WebGL).
In the sprawling history of computer graphics, few version numbers carry as much weight as . Released in 2004 by the Khronos Group, this was not merely an incremental update; it was a philosophical and technical paradigm shift. For over a decade, graphics programming had been governed by a rigid, state-driven pipeline known as the Fixed-Function Pipeline . OpenGL 2.0 shattered that model, introducing the Programmable Pipeline and setting the standard for every major graphics API that followed, including Direct3D 10, Vulkan, and modern OpenGL. opengl 20
The headlining feature was the formal inclusion of the into the core standard. GLSL is a high-level, C-like language that gave developers direct control over the vertex and fragment (pixel) shading stages of the graphics pipeline. This was the birth of the modern, programmable pipeline, allowing for per-pixel lighting, complex visual effects, and artistic styles that were previously impossible or prohibitively difficult to achieve. This "Embedded Systems" version is a streamlined subset
Games like Doom 3 (2004) and Half-Life 2 (2004) were built on engines (id Tech 4 and Source) that heavily utilized OpenGL 2.0’s programmable abilities for normal mapping and dynamic lighting. For over a decade, graphics programming had been