Khronos Group launches 2012 Pan Pacific Tour
Categories: General | Developers |
Feb 03, 2012
The Khronos Group is hosting a series of media events, educational sessions, Member F2F meetings and news conferences aimed at the educational community. The Khronos Pan Pacific Road Show 2012 is devoted to the Pan Pacific region with a focus on education and training, OpenGL and OpenGL ES, OpenCL, WebGL and WebCL. Complete details on all the upcoming events can be found on the Khronos Group event page. The first events will be held in Taiwan starting February 13 2012. Event registration is filling up fast, please be sure to reserve your spot today.
VR Kitchen Design Software: New Pro Version Launched
Categories: Applications |
Feb 07, 2012
VR Kitchen Pro harnesses the power of OpenGL to provide immersive and interactive walk-throughs of kitchen designs. Professional kitchen designers are able to show their clients impressive 3D displays with high quality rendering effects.
AMD FirePro V3900 offers OpenGL workstation performance, reliability at entry-level price
Categories: Developers | Processors |
Feb 07, 2012
The newly announced AMD FirePro V3900 workstation graphics card is powered by the Turks GPU w/ 1GB of DDR3 memory, 480 stream processors and support for up to 5 display devices using AMD Eyefinity and DisplayPort 1.2. It is designed to deliver OpenGL and OpenCL performance, reliability and compatibility of a high end graphics card at an entry level price point.
Triton Ocean SDK 1.3 Improves Ship Wakes
Categories: Developers |
Feb 06, 2012
A new revision of the Triton Ocean SDK adds propeller backwash effects to its 3D ship wakes and FFT-based waves, together with improved support for geocentric / ECEF coordinate systems and improved accuracy for height queries on the ocean surface. Triton takes advantage of OpenCL in addition to OpenGL 2.x - 4.x, and is available for Windows and Linux developers. Demos, screenshots, and a free evaluation SDK are available at Sundog Software’s website.
C/C++ interpreter 7.0 and Embedded Ch 7.0 with OpenGL support released
Categories: Developers | Applications |
Feb 03, 2012
Ch is an embeddable C/C++ scripting interpreter for 2D/3D plotting, shell programming, numerical computing and embedded scripting. It supports the OpenGL API under Win32, Unix, Linux, and Mac OSX for cross platform scripting without compilation. Ch can be easily embeded or plugin into other C/C++ application programs as a scripting engine for games etc. Ch version 7.0 is a major release with many new features to make Ch especially appealing for secondary school and college students to learn computing and math.
Qt SDK 1.2 Released with threaded OpenGL
Categories: Developers |
Feb 03, 2012
Qt SDK 1.2 update sets a new baseline for the developers for a longer perspective. Qt SDK 1.2 now integrates the very latest tools, most recent mobile build targets for Symbian and Nokia N9, and the still fresh Qt 4.8 for desktops. Threaded OpenGL support enables those who are not OpenGL-ninjas to render OpenGL from more than one thread concurrently. More info on threaded OpenGL in 4.8 is available in this post.
BoneLab 2 uses multiple OpenGL Windows for visual Dissection
Categories: Developers | Applications |
Feb 02, 2012
In Windows Application BoneLab 2, a new 3D model management technique for visual dissection of a complex 3d model has been implemented. All parts of an anatomical model with a high number of components are displayed in small tile windows, corresponding to a high number of OpenGL viewports. A subsection of the full model can be quickly assembled via tile picking selection. The resulting subsection of the model will be automatically sized and focused. Free Demo program BoneLab 2 Demo is available for download.
Linderdaum Engine SDK 0.6.06 has been released
Categories: Developers |
Jan 30, 2012
Lidnerdaum Engine is an open source purely object-oriented 3D gaming engine for Microsoft Windows and Google Android. It is based on OpenGL 3/4 and OpenGL ES 2. New features include compressed ZIP/APK bitstreams as pack files for faster mobile applications startup times, support of Android SDK 16 and more user-interface effects.
ogldev: ‘Deferred Shading - Part 1’ tutorial published
Categories: Developers |
Jan 30, 2012
The 35th installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial is the first out of three tutorials that introduce the subject of deferred shading.
OpenGL 3.3 Tutorials
Categories: Developers |
Jan 30, 2012
A new collection of 13 OpenGL 3.3 tutorials. These tutorials range from window creation to normal mapping and render-to-texture, and also feature a strong introduction to matrices and transformations.
Abyssal Server and management system from makers of OpenGL based gaming engine
Categories: Applications |
Jan 25, 2012
Abyssal Technologies, developer of the OpenGL based engine and tool set has a new proprietary server management solution available for the hosting of commercial grade massively multiplayer games. Everything required for properly supporting and managing a commercial grade massively multiplayer title.
Graphics And Physics Framework - Graphics And Physics Update
Categories: Developers |
Jan 19, 2012
The GLSL Shader Library was revised due to compatibility issues with the latest AMD Catalyst driver 12.1. All OpenCL physics demo programs are now running (CPU physics only) without an installed OpenCL platform. Therefore an additional Physics and Worker Thread Framework was developed.
OGLplus 0.9.0 released
Categories: Developers |
Jan 19, 2012
OGLplus is a open-source header-only library which implements a thin object-oriented facade over the OpenGL C-language API. It provides wrappers which automate resource and object management and make the use of OpenGL in C++ safer and easier.
“The OpenGL 4.0 Shading Language Cookbook” available
Categories: Developers |
Jan 11, 2012
The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation.
OpenGL 3.3 Tutorials For Windows
Categories: Developers |
Jan 09, 2012
These OpenGL 3.3 Tutorials for Windows are written in a step-by-step fashion, starting from context creation. For those who want to learn and use modern OpenGL on Windows with no or little experience, these tutorials will give you a good foundation for your OpenGL programming.
ogldev: ‘GLFX - An Effect Library for OpenGL’ tutorial published
Categories: Developers |
Jan 04, 2012
This is the 34th installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial introduces GLFX - an effect library for OpenGL. Effect files contain multiple shader functions and allows the developer to easily define complete OpenGL programs. GLFX provides an easy to use API to parse and compile the effect files.
Very Simple OpenGL Information Lib from Lighthouse3D
Categories: Developers |
Jan 04, 2012
OpenGL has a rich set of functions to query its state. It is possible to get information on just about anything, from which shaders are attached to a program, to the values of uniforms, or the properties of the textures currently bound. However, it is also true, that to get some of this information a lot of code is required. When debugging, we end up writing code to access this and that information over and over again. This lib attempts to provide all the information with a minimal effort to the developer, for textures, buffers, GLSL programs, shaders, and variables, and a few more items.
Linderdaum Engine SDK 0.6.04 released
Categories: Developers |
Jan 04, 2012
Version 0.6.04 of the Linderdaum Engine SDK has been released. Lidnerdaum Engine is an open source purely object-oriented 3D gaming engine for Microsoft Windows and Google Android. It is based on OpenGL 3/4 and OpenGL ES 2. New version brings in the support of GLSL tesselation programs, mesh skinning on Android platform and deferred rendering. Now our OpenGL ES 2 renderer works with Mali 400 mobile GPUs.
PixelLight engine 0.9.10 released
Categories: Developers |
Dec 29, 2011
Version 0.9.10 of the free open-source, cross-platform 3D application framework PixelLight has been released. We’re using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. From this release on we officially support 64 bit. New developers joint the team and enabled us to do further bug fixing, stabilisation of the technology and to enhance the CMake based build system to make it easier to build PixelLight from it’s sources.
NeoAxis Game Engine 1.1 Released
Categories: Developers |
Dec 23, 2011
NeoAxis Group is pleased to announce that NeoAxis Engine and it’s SDK was updated to version 1.1. NeoAxis Engine is an all-purpose, modern 3D graphics engine for 3D simulations, visualizations and games. New version introduced significant improvements in rendering as well as new pathfinding system, toolset localization support and some other improvements. Engine uses OpenGL API for Mac OS X rendering.
AMD Radeon HD 7970 - worlds first 28nm GPU - supports OpenGL 4.2
Categories: Processors |
Dec 22, 2011
AMD is using the Taiwan Semiconductor Manufacturing Companies new 28nm manufacturing process to build the new high-end Radeon HD 7970 GPU. The HD 7970 sports 4.3 billion transistors in a 365mm2 die. The 7970 supports OpenCL and OpenGL 4.2. It is assembled from 32 GCN compute units, which translates to 2,048 stream processors, each based on AMD’s new SIMD-plus-scalar architecture. As well, the 7970 includes 768KB of L2 cache and eight render back-ends, features a 384-bit interface to 3GB GDDR5 memory and a PCIe 3.0 interface. The GPU is capable of peak throughput of 264GB/s.
SGI OpenGL Programming course announced for 2012
Categories: Developers |
Dec 19, 2011
SGI has announced three new OpenGL programming courses starting in 2012. Students learn to view and model in 3D, and to create animated, wire frame and solid geometery, under interactive control from input devices. Students add lighting, textures, and other effects to increase realism. New OpenGL 3.0 topics include using vertex buffer objects for better performance and an introduction to the programmable shaders and GLSL for advanced shading techniques using vertex shaders and fragment shaders. This course discusses both the fixed and function pipeline and an introduction to the newer programmable shader pipeline with OpenGL. The next course is being offered from January 30th until February 3rd 2012 in the UK.
glloader 4.0.0 released, with Android support
Categories: Developers |
Dec 19, 2011
The glloader, a subproject of Klay Game Engine, is an OpenGL extension loading library. It supports OpenGL core 1.0 to 4.2, OpenGL ES core 1.0 to 2.0, as well as WGL, GLX, EGL and other GL/GLES extensions. The glloader also includes a database of all entries, tokens and typedefs in GL/GLES in XML format. In this version, glloader is ported to Android. And all latest extension is GL/GLES/EGL registries is supported.
Qt 4.8.0 Released with Threaded OpenGL
Categories: Developers |
Dec 15, 2011
Qt is a popular C++ programming framework and version 4.8.0 has just been released. Threaded OpenGL support enables those of us that are not OpenGL-ninjas to render OpenGL from more than one thread concurrently. Qt Platform Abstraction (QPA) restructures the GUI stack to enable easier porting of Qt to different windowing systems and devices. HTTP requests are now handled in a separate thread by default. The file system stack received some heavy lifting under the hood. The result is better I/O performance.
Render 3D models in Core OpenGL with Lighthouse VS*L
Categories: Developers | Applications |
Dec 12, 2011
Two more libs are available in the VS*L framework. With these new additions it is possible to use Assimp to load 3D models, and render them with core OpenGL. The libs store the meshes in VAOs, and use VSShaderLib and VSMathLib to simplify the rendering with shaders with almost any uniform variable configuration.
OGLplus 0.7.0 released
Categories: Developers |
Dec 12, 2011
A new version of the OGLplus library has been released. OGLplus implements a thin object-oriented facade over the OpenGL® (version 3 and higher) C-language API and provides wrappers which automate the resource and object management and make the use of OpenGL in C++ safer and easier.
ogldev: Instanced Rendering tutorial published
Categories: Developers |
Dec 11, 2011
This is the 33nd installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial demonstrates how to use a couple of OpenGL mechanism for rendering of multiple instances of the same mesh.
GPU Service Discovery Library released
Categories: Developers |
Dec 09, 2011
GPU-SD is a library and daemon for the discovery and announcement of GPUs using ZeroConf. It enables auto-configuration of ad-hoc GPU clusters and multi-GPU machines. GPU-SD is a cross-platform library, available for Linux, Windows and Mac OS X and supports both 32-bit and 64-bit execution. It is licensed under the LGPL open source license, which allows free usage in commercial and open source projects.
AMD Announces Fusion12 Developer Summit
Categories: Developers |
Dec 07, 2011
AMD announced that the AMD Fusion Developer Summit 2012 (Fusion12) will be held on June 11-14, 2012 in Bellevue, Washington. The company’s annual developer summit will return to the Meydenbauer Center and the Hyatt Regency in Bellevue. The summit offers an engaging opportunity to learn more about next-generation software development and Accelerated Processing Unit (APU) technology, central processing unit (CPU) and graphics processing unit (GPU) processor technologies, and programming methods using industry-standard application programming interfaces (APIs) such as OpenCL, OpenGL, Microsoft DirectCompute and C++ AMP.
Lighthouse3D Shader Library is the latest addition to Very Simple * Libs
Categories: Developers |
Dec 05, 2011
Shaders are the core of the rendering process. OpenGL core profile requires us to provide our own shaders, no more fixed function. Using shaders means more flexibility, but it also implies more work. This is where this library steps in. VSShaderLib was designed to make our life easier. It allows one to create programs, load shaders from files, associate vertex attribute names with locations, and work with uniforms, including uniforms in named blocks. It also provides access to the info logs.
ClanLib 2.3.4 Game SDK Release
Categories: Developers |
Dec 02, 2011
This zlib license SDK now contains enhanced transparent window support using OpenGL, Windows Vista and Windows 7, fullscreen increased from 20fps to 300fps and Linux now supports transparent OpenGL windows at 1083fps.
G-Truc OpenGL drivers status update
Categories: Developers |
Dec 01, 2011
G-Truc has released his latest OpenGL driver status update based on the newest OpenGL Samples Pack 4.2.2.0. The three drivers tested are AMD Catalyst 11.10 preview 3, NVIDIA Forceware 285.62 and NVIDIA Forceware 290.36.
WebGL playground
Categories: Developers |
Nov 29, 2011
WebGL playground lets you type in your WebGL script and see the results on the same page. The editor lets you work on the JavaScript code and the GLSL vertex/fragment shaders (if you have any) at the same time in a convenient way. Everything is organized, formatted and includes syntax highlighting. You can use arbitrary JavaScript libraries to create your effects, combine multiple fragment and vertex shaders, handle user input, and more.
Google’s ANGLE now OpenGL ES 2.0 conformant, allowing OpenGL ES and WebGL to run on windows
Categories: Developers | Applications |
Nov 29, 2011
Google announces ANGLE engine passes the rigorous OpenGL ES 2.0 test suite and has been certified as a compliant GL ES 2.0 implementation. Thanks to continued work from Transgaming, in collaboration with Google engineers and other contributors, ANGLE now allows OpenGL ES to be run on Windows without the need for OpenGL drivers. Firefox is already using ANGLE to render WebGL content on Windows. ANGLE is an open-source standalone library. “We hope WebGL developers and implementors will continue to join us in making ANGLE, and the open web platform, successful.” said Vangelis Kokkevis, Software Engineer at Google.
SilverLining 2.3 brings GPU ray-casted 3D clouds to OpenGL developers
Categories: Developers |
Nov 28, 2011
Sundog Software released a major update to its SilverLining sky, cloud, and weather rendering SDK that includes substantial performance and visual improvements. SilverLining 2.3 takes full advantage of GLSL fragment shaders in OpenGL 2.x, 3.x, or 4.x to perform real-time ray-casting of volumetric stratocumulus clouds at 100+ frames per second with per-pixel lighting. SilverLining renders real-time skies, clouds, and precipitation for any given time, location, and conditions for OpenGL developers on Windows, MacOS, and Linux. Visit Sundog’s website for screenshots, videos, demos, and an evaluation SDK.
Doom 3 Engine Source Code Released
Categories: Developers | Applications |
Nov 28, 2011
Doom 3 source code has finally been released by Id, and is available now on Github. Doom 3 modified source code was slightly delayed due to an issue with the shadow volumes algorithm used, which is owned by Creative.
DiSTI Unveils New GL Studio ES Package
Categories: Developers | Applications |
Nov 21, 2011
The DiSTI Corporation launched a new package of its award‐winning GL Studio software toolkit that streamlines the creation of interfaces for enhanced embedded applications. Without compromising performance or fidelity, GL Studio ES (Embedded Systems) enables a seamless transition from prototyping, to testing and to the deployment of graphical interfaces on embedded systems. Current GL Studio users now have the option to extend their existing interface designs into the embedded domain with a single unified code base. A PDF of the full news release is available on the Disti News site.
ogldev: Vertex Array Objects tutorial published
Categories: Developers |
Nov 21, 2011
This is the 32nd installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial demonstrates how to improve mesh management using vertex array objects.
Color-based per-pixel blending of detail textures with GLSL code
Categories: Developers |
Nov 18, 2011
This paper describes a method for blending detail textures over terrain. Instead of using masks to define how much each texture to blend into a given fragment of the terrain the color of the base texture is used. A color is assigned to each detail map used, for example some shade of green for grass, a shade of brown for soil, gray for rock and so on. Then, when rendering the terrain, at each output fragment each detail map is blended with a contribution inversely proportional to the ‘distance’ of the base texture color from the color assigned to the detail map in question. This paper comes with GLSL code samples.
Triton Ocean SDK 1.2 Adds Shoreline and Spray Effects using OpenCL and OpenGL
Categories: Developers |
Nov 16, 2011
Sundog Software has released a new revision of the Triton Ocean SDK, featuring support for sloping shorelines and particle-based spray effects. Using OpenCL and OpenGL together, tens of thousands of waves with tens of thousands of particles are rendered at hundreds of frames per second. Triton supports flat and geocentric coordinate systems, rendering open ocean and shallow water scenes with ship wakes as well. Triton is compatible with OpenGL 2.x - 4.x, as well as with other technologies. A free demo, evaluation SDK, videos, and images are available on our website.
Khronos Releases OpenCL 1.2 Specification
Categories: General | Developers |
Nov 15, 2011
The Khronos Group announced the ratification and public release of the OpenCL 1.2 specification, providing enhanced performance and functionality to the industry-standard for heterogeneous, high-performance computing. A new conformance test suite was also made available to the developer community. New features in OpenCL 1.2 include seamless sharing of media and surfaces with DirectX® 9 and 11, enhanced image support, custom devices and kernels, device partitioning and separate compilation and linking of objects. The OpenCL 1.2 specifications, online reference pages and reference cards are all available on the Khronos website.
Learning Modern 3D Graphics Programming v0.3.7 update
Categories: Developers |
Nov 15, 2011
Learning graphics programming in the era of shaders can seem daunting. This website’s tutorials provide a firm foundation for understanding how to use modern shader-based hardware for graphics development. No prior graphics programming experience is expected. OpenGL v3.3 is used to demonstrate rendering techniques. New tutorials in this version include: - Texture filtering, of all kinds - Maintaining a linear color pipeline and sRGB textures/framebuffers.
Second Edition of OpenGL Shaders Book released
Categories: Developers |
Nov 15, 2011
The Second Edition of the book Graphics Shaders: Theory and Practice has just been released. This includes elements of OpenGL 4.x, including tessellation shaders. This edition is over 100 pages longer than the first edition, and includes new material plus more examples and exercises for students.
Khronos to hold OpenCL BOF at SC11
Categories: Developers |
Nov 10, 2011
The Khronos Group will be holding an OpenCL DevU at SC11 in Seattle Washington. Please join the Khronos Group to learn the latest about OpenCL—including a significant announcement—and pick up a free reference card! The DevU will be held on Wednesday, 16 November 2011 between 5:30pm and 7:00pm in room TCC 101.
Khronos Group Technology on Tour 2011
Categories: General | Developers |
Nov 10, 2011
The Khronos Group is globetrotting in high gear to showcase Khronos technologies; including stops in Seattle, Daegu, Tokyo, Yokohama and Hong Kong. If you “just happen to be in the neighborhood,” we cordially invite you to drop by for a visit to learn more about our APIs. A complete schedule is available online.
AMD releases entry-level Firepro V4900 graphics card
Categories: General | Processors |
Nov 02, 2011
The AMD Firepro V4900 is essentially a workstation version of the firm’s Radeon HD 6670 with drivers certified on CAD applications such as Autodesk. The Firepro V4900 has 400 stream processors, 1GB of 128-bit GDDDR5 RAM and support for Microsoft’s DirectX 11, OpenGL 4.2 and OpenCL.
ogldev: PN Triangles Tessellation tutorial published
Categories: General | Developers |
Oct 29, 2011
The 31st installment in a series dedicated to promoting OpenGL development on Linux. This tutorial teaches a more advanced Tessellation technique called PN Triangles. It is based on a 2001 paper by Vlachos, Peters, Boyd and Mitchell. An implementation of this technique using DX11 was recently presented by John McDonald in GDC 2011.
Unofficial OpenGL SDK, 0.4 Alpha release
Categories: Developers |
Oct 28, 2011
The 0.4.0 release of the Unofficial OpenGL SDK. In addition to cross-platform components for OpenGL window creation, OpenGL function pointer initialization, and image loading, the 0.4.0 release adds:
- Immediate mode-style rendering API. 100% compatible with core OpenGL 3.2+
- Shader/Program compiling/linking wrappers. They check for errors and clean up after themselves.
- Mouse-based camera and object controls.
All of the components use the same cross-platform build system, to make compiling and linking to those libraries easier.
GeeXLab 0.3.0 Released
Categories: Developers | Applications |
Oct 27, 2011
GeeXLab is a demotool for quickly prototyping and coding real time 3D scenes with Lua, Python and the OpenGL shading language. With GeeXLab, you can create demos, benchmarks, or small games. It is also a fantastic tool to start learning real time 3D programming. Main features of GeeXLab 0.3.0 are geometry and tessellation shaders as well as the support of live coding (scripting and shaders).
osgBullet v2.0 Released
Categories:
Oct 27, 2011
Skew Matrix Software is pleased to announce a major release of the award-winning osgBullet open-source project. osgBullet supports visualization of Bullet physics simulations using the OpenGL-based OpenSceneGraph (OSG) SDK.
PixelLight 0.9.9-R1 released, introducing Android support
Categories: Developers |
Oct 25, 2011
Version 0.9.9 of the free open-source, cross-platform 3D application framework PixelLight has been released. The focus was on the support of mobile devices, improving Unicode support, bug fixing and enhancing the general usability of the technology. Starting with this release, there’s support for Google’s mobile operating system Android and the OpenGL ES 2.0 renderer has been improved. If supported by the GPU driver, the OpenGL ES 2.0 renderer can now be used natively under MS Windows and Linux without using an emulator. In order to make it easier to compile PixelLight, the previous simple BUILD text file has been replaced by a more sophisticated document.
jMonkeyEngine 3 SDK Beta released
Categories: Developers | Applications |
Oct 25, 2011
After an extended delay, the jMonkeyEngine 3 SDK Beta is finally released. This will probably be our only Beta release, thanks to the new “stable branch” that will be the recommended update path from now on. The nightly builds will still be available to any daring developer who wants to keep up with the cutting edge, but we highly recommend using a separate settings folder. See the release announcement for more details. This is probably the most feature rich release in a while now that we’re focusing on going stable next. Some highlights include vastly improved Android support, improvements to the OpenGL 1 renderer, a native .blend model loader and some crucial Linux fixes. On the visual side we’ve now got steep parallax mapping, a new underwater filter and fast approximate anti-aliasing. We hope our fellow Java game developers will enjoy this release as much as we enjoyed making it a reality.
SCALE 10x Call For Papers Now Open
Categories: General | Developers |
Oct 25, 2011
SCALE’s 10th annual call for papers will be drawing to a close next month on November 17th. We would like to invite the OpenGL community to submit presentation proposals for this year’s event. Presentations need not be limited to Linux, all open-source related sessions are welcome. For more information on the call for papers please see the CFP website. SCALE will be held January 20-22, 2012 at the LAX Hilton in Los Angeles, CA.
Android 4 offers new OpenMAX AL API support for low-level streaming multimedia
Categories: Developers |
Oct 21, 2011
Google’s recently announced Android 4.0 platform, and related Ice Cream Sandwich SDK, include many new media capabilities. One very nice addition is the introduction for low-level streaming multimedia. To support this low-level streaming, the platform introduces a new native API based on the Khronos OpenMAX AL 1.0.1 API. This API is implemented on the same underlying services as the platform’s existing OpenSL ES API, so developers can make use of both APIs together if needed. Tools support for low-level streaming multimedia will be available in an upcoming release of the Android NDK. Learn more about OpenMAX AL on the Khronos Group website.
OGLplus 0.5.0 released
Categories: Developers |
Oct 21, 2011
OGLplus is a free open-source header-only library which implements a thin facade over the OpenGL® (version 3 and higher) C-language API. It provides wrappers which automate resource management and make the use of OpenGL in C++ safer and easier. OGLplus is available for download or via Git at SourceForge.net.
Lightweight Java Game Library offers access to OpenGL and OpenCL
Categories: Developers |
Oct 20, 2011
The Lightweight Java Game Library (LWJGL) is a solution aimed directly at professional and amateur Java programmers alike to enable commercial quality games to be written in Java. LWJGL provides developers access to high performance crossplatform libraries such as OpenGL, OpenCL, and OpenAL, allowing for state of the art 3D games and 3D sound. Additionally LWJGL provides access to controllers such as Gamepads, Steering wheel and Joysticks.
Grome 3.1 Released
Categories: Developers | Applications |
Oct 17, 2011
Quad Software announced the release of the version 3.1 of Grome, the game level authoring tool used by professional game developers and companies from 3D simulation industry. This new version brings new tools and enhancement to existing ones, speed and memory management improvements. New extended compatibility is provided with external engines (Unity3D, Unreal Development Kit, OpenSceneGraph) and integration with external modelers (3DS Max, Maya, Blender) is achieved via industry standard COLLADA format. Commercially available for over 4 years, Grome modeler is used for AAA game titles for latest generation consoles and for PC by companies like Ubisoft and Eidos, for mobiles platforms by Gameloft and for professional simulation applications by Boeing and Saab.
Web Browser Inside OpenGL-powered NeoAxis Engine
Categories: Developers | Applications |
Oct 11, 2011
The NeoAxis Group has integrated the Awesomium library into the NeoAxis 3D game engine. Awesomium is a windowless framework, based on Chromium/WebKit engine, that now can be plugged to NeoAxis as extension. Using Awesomium developers can embed online web pages and implement unique, rich and original gameplay features inside their applications, be it games or something else. NeoAxis implementation of Awesomium includes easy control through GUI and support for in-game 3D interface, available for Windows and Mac as precompiled binary files with integration source code included. Framework usage is free for non-commercial projects and indie companies with revenue in previous year less than $100,000.
ogldev: Basic Tessellation Tutorial published
Categories: Developers |
Oct 11, 2011
The 30th installment in a series dedicated to promoting OpenGL development on Linux. This tutorial introduces the tessellation pipeline which is a new feature in OpenGL 4.x.
Drishti - OpenGL based volume exploration and presentation tool updated
Categories: Developers | Applications |
Oct 05, 2011
Drishti - OpenGL based volume exploration and presentation tool was recently updated. Drishti works on GPUs having OpenGL 2.0 capability. This update includes many newer additions such as scalebars, grids for landmark generation, interpolation of colours/voxel values between two volumes when handling double volumes, and more. Drishti allows scientists to visualize, explore and present volumetric datasets. An invitation to join the Drishti User Group is now available at the google code site.
GLIntercept 1.0 updated with OpenGL 4.2 function definitions
Categories: Developers |
Sep 29, 2011
GLIntercept 1.0 (the OpenGL logger/debugger) has been updated with function definitions for OpenGL 4.2 + many more extensions. Improved support for image and frame buffer logging has also been added for core profile OpenGL.
ApiTrace 2.0
Categories: Developers |
Sep 28, 2011
ApiTrace 2.0 with OpenGL 4.2 support has been released. ApiTrace is a modern graphics debugging toolkit many features:
- About 10x faster tracing and 2x faster retracing
- Mac OS X support
- Support for multi-gigabyte traces in the GUI
- Ability to display all of the uniforms,
- Showing number of calls per frame, marking large frames and ability to indent shaders,
- Support for `GL_GREMEDY_string_marker` and `GL_GREMEDY_frame_terminator` extensions, to be able to mark frames and important pieces of code in the applications
Unofficial OpenGL SDK, 0.3 Alpha release
Categories: Developers |
Sep 27, 2011
The Unofficial OpenGL SDK has its 0.3 release. The SDK includes components necessary for creating cross-platform OpenGL applications. It includes the following components:
- GLFW/FreeGLUT: for creating OpenGL windows.
- GLM: for vector and matrix math.
- Load: for loading OpenGL function pointers.
- Image: for loading images into textures
All of the components use the same cross-platform build system, to make compiling and linking to those libraries easier. The download package is available.
Initial version of OGLplus C++ library released
Categories: Developers |
Sep 21, 2011
OGLplus is a header only library which implements a thin object-oriented facade over the OpenGL (version 3 and higher) C-language API. It provides wrappers which automate the resource and object management and make the use of OpenGL in C++ easier and safer. The source code is available on SourceForge and Github.
OpenGL based Gizmo3D 2.5 - New features
Categories: Developers | Applications |
Sep 21, 2011
GizmoSDK 2.5 now supports gen II of Rapid Mapping (RM) maps from Saab. New features like micro terrain and auto generated forrestry is seamlessly integrated into the maps with high performance maintained. The database content is now unlimited and paged in real time from the macro level down to the micro level.
OpenGL Extension Wrangler (GLEW) updated
Categories: Developers |
Sep 15, 2011
GLEW 1.7.0 provides easy access to the latest APIs for OpenGL 4.2, new ARB extensions, and NV_path_rendering.
ogldev: 3D picking tutorial published
Categories: Developers |
Sep 12, 2011
The 29th installment in a series dedicated to promoting OpenGL development on Linux. This tutorial focuses on OpenGL 3.3 and beyond, explaining how to implement 3D picking—selection of objects & primitives based on mouse click.
Colorful Fluid Music rendered in Blender with OpenGL
Categories: Developers | Applications |
Sep 12, 2011
A preview of a 3D music visualization using OpenGL. OpenGL allowed me to visualize how the final render would behave with having to wait for days. The software used was Blender 3D 2.58, which uses OpenGL for both the previews and it’s complete interface.
AMD FirePro SDI-Link / V7900 SDI Graphics Card offer OpenGL 4.2 support
Categories: General | Developers |
Sep 12, 2011
AMD unveiled the AMD FirePro SDI-Link to address the market for real-time, GPU-accelerated post production and broadcast pipelines requiring Serial Digital Interface (SDI) input and output with support from the premier players in the broadcast technology market: AJA, Bluefish444, Blackmagic Design, DELTACAST, DVS and Matrox. Both the SDI-Link and the V7900 SDI Professional Graphics Card offer support for OpenGL 4.2.
New OpenGL Graphics And Physics Framework tutorial update
Categories: Developers |
Sep 09, 2011
New tutorials are available online for our OpenGL Graphics And Physics Framework (LGPL Licence). The new tutorials cover the following topics:
- Artificial Intelligence (Decision Trees, Behavior Networks, simple AI Scripting, Movement Pattern)
- Solar System Simulation
- Procedural Galaxy Generation And Rendering (Stars, 3DNebula Objects, Lens Flares)
glxx: a new C++ extensions loading library with OpenGL 4.2 support
Categories: Developers |
Sep 08, 2011
glxx is a new C++ extensions loading library. It supports windows and linux. The library is generated directly from the specs. All OpenGL versions from 1.1 up to 4.2 (compatibility & core) as well as all extensions (GL, WGL and GLX) are wrapped inside namespaces, so one can target specific versions and feature sets more easily. It also plays nice with autocomplete features inside IDEs. The latest tag (v0.3) is here and basic usage is here.
Triton Ocean SDK 1.1 Released
Categories: Developers |
Sep 08, 2011
Sundog Software’s Triton ocean simulation technology for game, simulation, and training software developers has received a significant upgrade. Simulation of ship wakes, better support for water reflections, and features important for positioning objects on the water have all been introduced. Triton supports OpenGL 2.0 through 4.1 for Windows C++ developers, and makes heavy use of OpenCL as well.
OpenGL Hardware capability database
Categories: Developers | Applications |
Sep 07, 2011
A new OpenGL hardware capability database is now online. Anyone can use the freeware tool glCapsViewer to generate OpenGL implementation details that can then be submitted to the online database. Our aim is to have this become a valuable resource for all OpenGL developers. Features include single hardware reports and the ability to compare different OpenGL hardware, and supported extensions, in an easy to read table. glCapsViewer is available for Windows, Linux and Mac OS X.
NV_path_rendering Demo Videos
Categories: Developers |
Sep 03, 2011
Watch 8 videos demonstrating GPU-accelerated path rendering for OpenGL via NV_path_rendering. Source for all the demos is available in the NVIDIA Path Rendering SDK.
ThreeDify announces OpenGL based Office Designer 5.2.1
Categories: Applications |
Sep 01, 2011
ThreeDify is proud to announce the general availability of ThreeDify Office Designer 5.2.1, an OpenGL based, embedded 3D model viewing and editing tool deployed as an add-on to Microsoft Office suite. This milestone release adds numerous new features and performance enhancements. It represents a genuine breakthrough in usability of embedded 3D model viewing and editing within Microsoft Office Suite. For 3D knowledge workers who use Microsoft Office as their primary communication tool, the new Office Designer release empowers them to share and collaborate in 3D naturally and more effectively than ever before.
Maestro 3D Ortho Studio Virtual Setup software now available using OpenGL
Categories: Applications |
Aug 31, 2011
Ortho Studio is a dedicated orthodontic software package used to make the teeth treatment, virtual setup and clear aligner, using high-quality 3D data of patient’s cases scanned with Maestro 3D Dental Scanner.
An introduction to OpenGL 4.2
Categories: Developers | Applications |
Aug 29, 2011
The OpenGL 4.2 specification brings several API improvements as well as exposes some important pieces of hardware functionality. This presentation covers the newly introduced features in the OpenGL 4.2 specification as well as an update on my OpenGL 4.2 forecast.
Particle System using Transform Feedback tutorial published
Categories: Developers |
Aug 29, 2011
This is the 28th installment in a series dedicated to promote OpenGL development on Linux with a focus on OpenGL 3.3 and beyond. The tutorial explains how to implement a particle system using the new feature of transform feedback in OpenGL 3.x.
Japanese Media interview with Khronos on OpenGL 4.2. Has DirectX 11 finally been surpassed?
Categories: Developers |
Aug 24, 2011
Neil Trevett, president of The Khronos Group met with Japanese media at SIGGRAPH 2011 to talk about recent OpenGL 4.2 announcement and momentum of the OpenGL advantage over DirectX.
OpenCloth: A collection of source codes implementing cloth simulation algorithms in OpenGL
Categories: Developers |
Aug 24, 2011
Introducing an OpenGL based cloth simulation code base. We implement all of the existing cloth simulation algorithms in as simplistic an approach as possible so that learners may know exactly what is needed to get a cloth simulation system up and running in OpenGL with a minimum of fuss. OpenCloth project has been initiated with a view that it may help beginners and researchers alike to implement the basic algothims for cloth simulation using OpenGL API. It is not intended as another library that you can plugin into your game engine directly. Rather, you can learn from it and then implement a technique or two in you own game/physics engine. With a little bit of effort, it should be straight forward to implement the discussed algorithms on other platforms and Graphics API. Focus is on how to handle the bare minimum required to implement the techniques. Rather than wrapping code into classes, we implement the whole code in a single source file.
Version 0.9.8 of the free open-source 3D engine PixelLight released
Categories: Developers |
Aug 24, 2011
The version 0.9.8 of the free open-source, cross-platform 3D application framework PixelLight has been released. It’s been one year since the first public release and nearly 9 years since development start on September 16, 2002. The technology is using OpenGL as well as GLSL within it’s primary renderer. Applications, including their life cycle, are now controlled by frontends. The SDK includes four frontends: One for PixelLight’s own GUI system, a lightweight native OS frontend, one for the UI framework Qt and a null frontend without any GUI involved used for example when only rendering into background buffers.
OpenGL Man pages updated to OpenGL 4.2
Categories: Developers |
Aug 23, 2011
The online OpenGL Reference pages have been updated to OpenGL 4.2.
Efficient multi-fragment rendering using d-buffer - an OpenGL 4.2 use case
Categories: Developers |
Aug 16, 2011
Drawing effects that need to store multiple data elements per-pixel is not an easy task, when you consider an architecture as rigid as highly parallel GPU subsystem. It is even more so, when you want to put irregular number of data elements (e.g. fragments) per-pixel. Current methods often suffer from the low performance pitfalls of non-regular memory references. See how d-buffer storage scheme can help composing your multiple, irregular in terms of per-pixel count fragments into hardware friendly regular data structure. All with the help of GL_ARB_shader_image_load_store, GL_ARB_shader_atomic_counters or simply core OpenGL 4.2.
OpenGL and OpenCL SIGGRAPH BOF presentation slides now online
Categories: Developers |
Aug 12, 2011
The presentations slides from SIGGRAPH 2011 Khronos Group OpenCL and OpenGL BOFs are now available online.
GLFW 2.7.2 released
Categories: Developers |
Aug 12, 2011
GLFW is a portable library for OpenGL application development. It manages windows and OpenGL contexts, resolution switching, keyboard, mouse, joystick and time input, and more. Version 2.7.2 adds support for OpenGL 3.2 core profile contexts on OS X Lion and fixes a number of bugs in the Cocoa port.
Starting a new series of tutorials about OpenGL Shaders
Categories: Developers |
Aug 12, 2011
From the creator of the series “All About OpenGL ES 2” and author of NinevehGL Engine (Free 3D engine for iOS), arrives a new tutorial about OpenGL Shaders. This is the first of three and brings the basic concepts about shaders for beginners, treating concepts like Normals and Tangent Space, differences between per-vertex and per-fragment lights and explaining in-depth what the shaders are. The next tutorials of this series will show how to calculate the complex lights, reflections, bump mapping and more.
AMD Releases Catalyst Beta Drivers for OpenGL 4.2
Categories: Developers |
Aug 11, 2011
AMD released a beta driver for the OpenGL® 4.2 API specification just announced by the Khronos Group this week. The new AMD Catalyst™ Beta package for the OpenGL 4.2 API is available for download for use with the Windows 7, Windows Vista, Windows XP and Linux operating systems.
Mesa 7.11 gets much closer to supporting OpenGL 3
Categories: Developers |
Aug 10, 2011
Version 7.11 of free and opensource OpenGL implementation gets very close to meet OpenGL 3.0 requirements, but there is still work to be done in bringing up GLSL 1.30 support, depth format cube textures, GLX_ARB_create_context, and various other features. Mature Intel Sandy Bridge and preliminary support for Ivy bridge has been added. AMD Llano Fusion graphics and Radeon HD 6900 “Cayman” are now supported.
glloader 3.7.0 released, with the newest OpenGL 4.2 support
Categories: Developers |
Aug 10, 2011
The glloader, a subproject of Klay Game Engine, is an OpenGL extension loading library. It supports OpenGL core 1.0 to 4.2, OpenGL ES core 1.0 to 2.0, as well as WGL, GLX, EGL and other GL/GLES extensions. The glloader also includes a datebase of all entries, tokens and typedefs in GL/GLES in XML format.
OpenGL 4.2 review
Categories: Developers |
Aug 09, 2011
Looking for detailed information about OpenGL 4.2? A review written for OpenGL programmers is available, all features described one by one.
OpenGL Samples Pack 4.2.0.0 released
Categories: Developers |
Aug 09, 2011
The OpenGL Samples Pack is a collection of as simple as possible OpenGL code samples to document with code the specification and get started with new OpenGL features. This new version provides ten new samples covering many OpenGL 4.2 features.
flextGL extension loader updated for OpenGL 4.2
Categories: Developers |
Aug 09, 2011
The OpenGL loader generator script flextGL has been updated to support OpenGL 4.2.
Delphi/Pascal OpenGL Header for OpenGL 4.2 released
Categories: Developers |
Aug 08, 2011
The german Delphi OpenGL-Community has released an updated version of the Delphi/Pascal header conversions for OpenGL that reflects the changes implemented into OpenGL 4.2. The header is a single-file solution, including core functions as well as extensions in a single file and has become a de-facto standard amongst the Delphi/pascal coding community since it’s first release.
NVIDIA releases OpenGL 4.2 drivers
Categories: Developers |
Aug 08, 2011
To coincide with the release of OpenGL 4.2, NVIDIA has OpenGL 4.2 drivers available now for Windows and Linux. These drivers provide full support for OpenGL 4.2 and GLSL 4.20. One of the following graphics cards is required to get access to full OpenGL 4.2 functionality: Quadro Plex 7000, Quadro 6000, Quadro 5000, Quadro 4000, Quadro 2000, Quadro 600, GeForce 500 series (GTX 590, GTX 580, GTX 570, GTX 560 Ti, GTX 560, GTX 550 Ti, GT 545, GT 530, GT 520) and GeForce 400 series (GTX 480, GTX 470, GTX 465, GTX 460 SE v2, GTX 460 SE, GTX 460, GTS 450, GT 440, GT 430, GT 420, 405). Complete details and downloads are available on the NVIDIA developer website.
Discuss your experience and thoughts about these drivers on our OpenGL driver feedback forum.
Khronos Enriches Cross-Platform 3D Graphics with release of OpenGL 4.2 Specification
Categories: General | Developers |
Aug 08, 2011
The Khronos™ Group today announced the immediate release of the OpenGL® 4.2 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API. OpenGL 4.2 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility - enabling applications to incrementally use new features, while portably accessing state-of-the-art graphics processing unit (GPU) functionality across diverse operating systems and platforms.
The OpenGL 4.2 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.20 update to the OpenGL Shading Language. The OpenGL 4.2 specification contains new features that extend functionality available to developers and enables increased application performance. The full specification is available for immediate download.
OurBricks COLLADA contest ending today!
Categories: General | Developers |
Aug 07, 2011
Have a 3D model you think is really cool? Enter it in the OurBricks 3D Model COLLADA Contest for a chance to win $500. Hurry, as the contest ends at midnight Pacific time August 7th 2011. That’s today!
Khronos at SIGGRAPH - News, BOFs and lots of prizes this year
Categories: General | Developers |
Aug 05, 2011
The Khronos Group has a pavilion at SIGGRAPH Vancouver this year with 7 booths to accommodate a few of the Khronos Members. Khronos will be host to lots of demos and five Birds of a Feather events this year. There will be lots of prizes at the BOFs including Quadro 5000 and FirePro graphics cards, an SSD Drive books and t-shirts. Most importantly there will be some significant news announcements this year. We hope to see you there!
Infinitely scalable Freetype text in OpenGL
Categories: Developers |
Aug 01, 2011
Combining Freetype with a contour rendering method based on distance fields, Nicolas Rougier has created a library to display infinitely scalable anti-aliased text in OpenGL. The library, simply called freetype-gl, is BSD licensed and can be used in commercial products. This is a way to finally get rid of pixelated and blurred text in real time content. The rendering technique extends to monochrome line art in general, although this particular library is aimed specifically at rendering Freetype fonts. Code and more information available online.
Sundog Releases the Triton Ocean SDK
Categories: Developers |
Aug 01, 2011
Sundog, makers of the SilverLining 3D cloud and Sky SDK, has released the Triton Ocean SDK. Triton integrates with OpenGL 2, 3, or 4 based applications and renders real-time oceans to match given wind or Beaufort scale conditions in flat or round-Earth systems. It automatically integrates with OpenCL, CUDA, and multi-core CPU’s to accelerate its underlying Fast Fourier Transform-based wave simulation. A demo, free evaluation SDK, and screenshots are available at www.sundog-soft.com.
Billboarding and the Geometry Shader tutorial released
Categories: Developers |
Aug 01, 2011
This is the 27th installment in a series dedicated to promote OpenGL development on Linux with a focus on OpenGL 3.3 and beyond. The tutorial explains how to implement the billboarding technique and introduces the geometry shader.
