Back in March, when Khronos released OpenGL 4.0, it was a hit and was presumed to be a DirectX 11 killer. I covered the release of OpenGL 4.0 and wrote,
This new version of OpenGL introduces a better support for GPU and an advanced tessalation, which breaks a model into smaller patches or surfaces for better handling and rendering. The OpenGL standard, when adapted to the version 4.0, is presumed to match the qualities of that of DirectX 11, which is the current dominant API for Windows graphics.

With the release of OpenGL 4.1, Khronos claims that it has surpassed the features of Microsoft’s Direct 3D. OpenGL 4.1 has better error handling and debugging. OpenGL 4.0 needed the Shader program to be compiled at runtime each time a program runs. This can cause significant initialization delay. However, with OpenGL 4.1, the compiled code can be cached for later reuse. The same improvements are present in WebGL, which will make for improved security in web browsing. The debugging features can help developers trace the behavior of any exploit. Further, Microsoft currently does not have any alternative to WebGL and this can make it the standalone champion in this field. (Source)


