Headline News
AMD FirePro collaborates Siemens PLM to implement VBO delivering +5X speed up in Femap 11
Mar 04, 2013
Siemens PLM worked with AMD FirePro to implement OpenGL VBO’s (Vertex Buffer Objects) in Femap 11 CAE software. With the new VBO technology, dynamic rotation of large, complex models is at least five times faster than the previous version when running on the AMD FirePro W5000 and W7000 graphic cards.
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GLUS for OpenGL now supports the Raspberry Pi
Mar 04, 2013
GLUS, a helper library for OpenGL and OpenGL ES now also supports the Raspberry Pi. Three basic OpenGL ES 2.0 examples are included, which do run on Windows and the Raspberry Pi.
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Mesa 3D 9.1 Released
Feb 25, 2013
Mesa 3D is a free and opensource implementation of OpenGL. Version 9.1 brings support for Intel’s Haswell processors. Radeon HD 2000 to 6000 series driver now supports OpenGL 3.1 core profile. Multisample anti-aliasing support on Radeon X1000 series was also added. OpenGL ES 3.0 is now supported on Intel HD Graphics 2000, 2500, 3000, and 4000. The new version also includes basic components to support OpenGL 3.2 and 3.3.
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OpenGL Samples Pack 4.3.2.0 released
Feb 20, 2013
The OpenGL Samples Pack 4.3.2.0 mainly adds MacOS X support through a set of 27 OpenGL 3.2 samples and it restaures Linux support. This has been made possible by replacing FreeGLUT by GLFW and removing GLEW which doesn’t support the core profile. The 27 OpenGL 3.2 samples are essentially back port of previously OpenGL 3.3 samples.
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NVIDIA/AMD OpenGL Benchmarks Of Unigine Valley
Feb 18, 2013
Continuing in the exclusive coverage of the yet-to-be-released Unigine Valley, Phoronix has posted some initial performance results for this visually-amazing multi-platform tech demo / benchmarks when using the OpenGL 3.2 Core renderer on Ubuntu Linux. A range of NVIDIA GeForce and AMD Radeon graphics cards were used for this initial testing of Unigine Valley. There’s also benchmarks in this article of Unigine Heaven 4.0, which was just released.
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OGLplus 0.26.0 released
Feb 14, 2013
OGLplus is an open-source library implementing an object-oriented facade over the OpenGL (version 4) C-language API. It provides wrappers which automate resource management and make the use of OpenGL in C++ safer and more convenient. OGLplus comes with more than 100 examples of usage and several tutorials.
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Modern OpenGL tutorials
Feb 14, 2013
A series of articles about modern OpenGL on Mac, with a focus on making games. All the code is open source, and downloadable from github. You can find more tutorials and code samples on the OpenGL Community wiki.
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Unigine Engine Now Complies With OpenGL 3.2 Core
Feb 12, 2013
Phoronix notes that a development log update posted to the Unigine website shows Unigine now supports anti-aliasing on Mac OS X and the OpenGL renderer targeting the OpenGL 3.2 Core Profile specification.
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OpenGL status update for January 2013
Feb 05, 2013
G-Truc has posted the January 2013 OpenGL status update: tested drivers this month are AMD Catalyst 13.2 beta 3, Intel 15.31.64.2885 and NVIDIA Forceware 313.95 beta. No newer drivers for Intel, instead the same driver from the last status update was used.
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Nsight Visual Studio Edition 3.0 RC 1 with OpenGL Debugging Support Now Available for Download!
Feb 01, 2013
The NVIDIA Developer Tools team is proud to announce the first full featured release candidate of NVIDIA Nsight Visual Studio Edition 3.0. This new release officially supports OpenGL frame debugging and profiling, GLSL GPU shader debugging, local single GPU shader debugging, the new Kepler GK110 architecture found in Tesla® K20 and CUDA 5.0.
- Support OpenGL 4.2 for frame debugging, pixel history and frame profiling.
- Support for OpenGL GLSL GPU shader debugging.
- GLSL 3.3 and higher applications are supported on a remote debugging setup.
- GLSL 4.2 core applications are supported on a local debugging setup.
- Local, single GPU shader debugging and pixel history is now supported for HLSL and GLSL.
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Real-Time Procedural Planet Rendering
Jan 31, 2013
In our new OpenGL tutorial, we want to demonstrate several interesting techniques of real-time procedural planet rendering: Screen space atmospheric light scattering (both Rayleigh and Mie); Basic cloud rendering (cloud layers) combined with light scattering; Procedural planetary surface generation (both color and geometry) based on noise and detail textures; Three different planetary surface rendering techniques depending on the actual planet-to-camera-distance: Long, Medium and Short distance rendering.
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Sundog adds God Rays, Cloud Shadows to SilverLining SDK
Jan 29, 2013
Sundog Software released version 2.7 of its SilverLining Sky, 3D Cloud, and Weather SDK today, rolling out several new visual effects for game and simulation developers. SilverLining supports OpenGL 2.0+ based engines, and OpenGL ES 2.0 under Android. SilverLining 2.7 adds crepuscular rays (God-rays), beams of light emanate from the sun when it’s behind clouds, leading to visually stunning scenes with no extra effort from the developer.
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New project called Tao Classic revives the abandoned Tao Framework with OpenGL 4.3 support
Jan 29, 2013
For years Tao Framework was the most popular .NET binding for OpenGL and many other multimedia-related libraries, but unfortunately the project became abandoned some time around 2008, leaving its last release supporting OpenGL 2.1 only. In 2012, based on the same design philosophy and the latest source code of Tao Framework, development was picked up once again by a different staff but with the same goal - to provide 1:1 bindings to OpenGL for .NET and Mono. The currently supported OpenGL version in Tao Classic is 4.3.
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OpenGL ES 3.0 examples available on nopper.tv
Jan 29, 2013
The nopper.tv website now also hosts OpenGL ES 3.0 examples. After porting GLUS to OpenGL ES 3.0, there are now 14 OpenGL ES 3.0 examples available. Currently, the examples only run under Windows, but a Linux port is also planned.
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Drishti-2.2 released
Jan 29, 2013
Drishti (version 2.2) Windows, MacOSX and Linux binaries are now available for download at the google code site. This volume exploration and presentation tool runs on GPUs having OpenGL 2.0 or higher capability. Drishti-2.2 includes bug fixes and many newer additions such as 16-bit volume handling, access to itk filters via plugins and much more. A complete list of changes is available at the google code site. Drishti allows scientists to visualize, explore and present volumetric datasets. Help videos are available on our youtube channel. More help videos will be added in coming days. Join the Drishti User Group.
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