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See what happens next @ SIGGRAPH 2014

Aug 09, 2014

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Norbert Nopper’s OpenGL examples available on GitHub

Aug 08, 2014

More than 40 basic and enhanced OpenGL 3 and 4 examples can be downloaded via GitHub. The examples do run under Windows, Linux and Mac OS X. Also available: OpenGL 4 based Graphics Engine (work in progress), OpenGL ES 2.0 / 3.0 and OpenVG 1.1 examples. The embedded examples do run on several platforms e.g. the i.MX6.

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eBook: OpenGL-Programmierung - Mathematik, GLSL Shader, Post Processing, Beleuchtung, Animation

Aug 07, 2014

Based on our OpenGL tutorial series, our new german eBook “OpenGL-Programmierung - Mathematik, GLSL Shader, Post Processing, Beleuchtung, Animation” is now available on Amazon. On over 600 pages, this eBook covers the fundamentals and advanced topics of modern OpenGL programming.

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WebGL Widget Contest ends today at 5PM Pacific time

Aug 01, 2014

The Khronos Group’s WebGL Widget Contest will close at 5PM today. If you haven’t submitted your entry yet, don’t wait, get it in now, before it’s too late!

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Jul 30, 2014

NVIDIA has announced its events for SIGGRAPH. These include a Best of the GPU Technology Conference series of talks—and every talk shows off OpenGL. In particular Sunday of SIGGRAPH Christoph Kubisch discusses “OpenGL Scene Rendering Techniques” while on Monday Piers Daniell and Mark Kilgard give an “OpenGL Update for NVIDIA GPUs”.

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AMD community blog on “Low Overhead OpenGL”

Jul 29, 2014

Graham Sellers from AMD recaps his GDC talk on Approaching Zero Driver Overhead (AZDO) with OpenGL.

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Khronos Toronto Chapter to compare web graphic tools to OpenGL native graphic tools

Jul 25, 2014

If you work with graphics for the web, this means Chrome or Firefox developer tools are essential tools. Join the Khronos Toronto Chapter to discuss and learn about the latest web tools in Firefox and Chrome for WebGL and WebCL. OpenGL folks, there’ll be a discussion to compare web graphics tools to native graphics tools.

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NVIDIA GameWorks OpenGL Graphics and Compute Samples

Jul 18, 2014

The OpenGL Graphics and Compute Samples pack is a resource for cross-platform OpenGL 4 (GL4) and OpenGL ES 2 and 3 (ES2 and ES3) development, targeting Android, Windows, and Linux (x86/x64 and Linux for Tegra). The samples run on all four target platforms from a single source base. Advanced OpenGL features such as Tessellation Shaders, Geometry Shaders, Compute Shaders, Direct State Access, Texture Arrays and Instancing are all demonstrated. In addition, support for NVIDIA’s NSight Tegra Visual Studio plug-in means that developers can experiment with their effects on Windows OpenGL and immediately rebuild and retarget to run on Android Tegra systems, including Tegra K1.

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Beyond Porting: How Modern OpenGL Can Radically Reduce Driver Overhead

Jul 16, 2014

With SIGGRAPH 2014 around the corner, I felt it fitting to post this Steam dev days talk from earlier this year, featuring John MacDonald and Cass Everitt:

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KDE Plasma 5 desktop is fully OpenGL accelerated

Jul 16, 2014

KDE proudly announces the immediate availability of Plasma 5.0, providing a visually updated core desktop experience that is easy to use and familiar to the user. Plasma 5.0 introduces a new major version of KDE’s workspace offering. The new Breeze artwork concept introduces cleaner visuals and improved readability. Central work-flows have been streamlined, while well-known overarching interaction patterns are left intact. Plasma 5.0 improves support for high-DPI displays and ships a converged shell, able to switch between user experiences for different target devices. Changes under the hood include the migration to a new, fully hardware-accelerated graphics stack centered around an OpenGL (ES) scenegraph. This allows offloading computationally expensive graphics rendering tasks onto the GPU which frees up resources on the system’s main processing unit, is faster and more power-efficient.

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OGLplus 0.48.0 released

Jul 14, 2014

OGLplus is a collection of open-source, cross-platform libraries which implement an object facade over the modern OpenGL, OpenAL and EGL C-language APIs. It automates resource and object management, error handling and makes the use of these libraries in C++ safer and more convenient.

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CeedGL library encapsulates OpenGL objects into Objective-C objects

Jul 11, 2014

CeedGL is a library that encapsulates OpenGL objects into Objective-C objects. It does not attempt to force a coding style or to define a specific scene graph, but instead aims at making it easier to work with OpenGL from Objective-C.

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Khronos Group announces WebGL Widget Contest

Jul 07, 2014

Help Khronos get a more interesting WebGL widget on and maybe even win a prize by entering the WebGL Widget Contest. We will choose the coolest widget that best shows off WebGL technology. Then we’ll post the winning entry on the Khronos website with a link back to the winner’s website, and the winner will receive a Mali-based device from ARM. The winner will be announced at our WebGL BOF at SIGGRAPH. 

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Anton’s OpenGL 4 Tutorials for Kindle

Jul 07, 2014

Anton’s OpenGL 4 Tutorials is a practical guide to starting 3d programming with OpenGL 4. It will suit anyone learning 3d programming that needs a practical guide with some help for common problems. This book is a collection of worked-through examples of common real-time rendering techniques as used in video games or student projects. Along with some chapters and short articles for Tips and Tricks - not-so-obvious techniques that can add a lot of value to projects or make it easier to find problems.

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June updates to Magnum C++11 and OpenGL/GLES/WebGL graphics engine

Jul 07, 2014

Magnum is multiplatform 2D/3D graphics engine written in C++11 and modern OpenGL, released under MIT license. The June snapshot brings experimental Android support, windowless applications and command-line tools also on Windows and OS X, OBJ importer plugin, improved texture and mesh handling, multisample textures, instanced rendering, more robust support for driver detection and workarounds, ability to combine pure GL API calls with Magnum code and build system and documentation enhancements.

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