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The game developer simply links to the appropriate library provided by the hardware vendor, so, for instance, there may be one library for Nvidia GPUs and another for AMD GPUs.
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Hardware manufacturers do, however, need to license it via either an open-source or trademark license. Game developers don’t need to license OpenGL and can use it in a royalty-free fashion. That means that the developer can focus on the aspects that are unique to his or her creation rather than the aspects that are common across all 2D or 3D graphics development. Creating 3D graphics can be complex work, but within this library, much of that work is already completed and refined. The other aspect that makes OpenGL so powerful is the level of refinement. Of course, the real-word process isn’t so simple, but one cannot overstate the development time saved by libraries like OpenGL and DirectX. That means that you could use OpenGL to create a game that runs on Windows, Mac and Linus as well as one either Nvidia, AMD or Intel integrated chipsets.
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What makes a library like OpenGL so powerful is that software engineers can program it in a manner that’s independent of the platform and hardware they’re programming for. Such graphics are often associated with video games but serve a wide range of other purposes and are used in computer-aided design software and so forth. OpenGL is an application programming interface or API for programs that use 2D and 3D vector graphics.
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OpenGL is a cross-platform API for rendering 2D and 3D graphics.