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How does OpenGL work at the lowest level?
When we make a program that uses the OpenGL library, for example for the Windows platform and have a graphics card that supports OpenGL, what happens is this:
We developed our program in a programming language linking the graphics with OpenGL (eg Visual C++).
Compile and link the program for the target platform (eg Windows)
When you run the program, as we have a graphics card that supports OpenGL, the driver installed on the same Windows will be responsible for managing the same graphics. To do this, when the CPU will send the required data to the chip on the graphics card (eg NVIDIA GPU) sketch the results.
In this context, we talk about graphics acceleration and downloaded to the CPU that the work of calculating the framebuffer end of our graphic representation.
In this environment, when the driver of the GPU receives data, how leverages the capabilities of the GPU to accelerate the drawing? Translates instructions and data received CUDA language type to exploit parallelism capabilities? Or just copy the data received from the CPU in specific areas of the device memory? Do not quite understand this part.
Finally, if I had a card that supports OpenGL, does the driver installed in Windows detect the problem? Would get a CPU error or would you calculate our framebuffer?