Sep 25, 2013
GLFW is a library for portable OpenGL application development. It manages windows, OpenGL contexts, resolution switching and provides keyboard, mouse, gamepad and time input. Version 3.0.3 adds fixes for a number of bugs that together affect all supported platforms, most notably MinGW compilation issues and cursor mode issues on OS X.
Sep 23, 2013
The latest 327.23WHQL drivers show increases in performance by up to 19% for GeForce 400/500/600/700 series GPUs in several PC games vs. GeForce 320.49 WHQL-certified drivers. Drivers support OpenGL 4.3 for GeForce 400-series and later GPUs, multiple languages and APIs for GPU computing including OpenCL, and single GPU and NVIDIA SLI technology on OpenGL.
Sep 19, 2013
A game based on creating and sharing worlds. Uses OpenGL4.x core profile. Some rendering features: HDR rendering with different tonemappers. Large modifiable terrain. Quad-tree based fft(tessendorf) water simulation. CHC++ hardware occlusion culling(done in z-prepass). Image based effects colorgrading, SSAO, fog, godrays, Depth f Field etc. Atmospheric scattering. Soft cascaded shadow maps. Particle effects.
Sep 19, 2013
AMD today released their Catalyst Software Suite Version 13.9 for Windows 7, Windows 8, Windows 8.1 users. Support for AMD features include OpenGL and OpenCL. OpenGL support for User Profiles and Catalyst Application Profiles means users can now create, per application, 3D setting profiles for OpenGL applications and OpenGL applications are now supported through Catalyst Application Profile updates (for single GPU and AMD CrossFire configurations).
Sep 18, 2013
FinalWire announced the release of AIDA64 Extreme and Business Edition 3.20 software, a streamlined diagnostic and benchmarking tool. The latest AIDA64 update extends its multi-threaded benchmarking and stress-testing capabilities to cover up to 128 logical processors and 2 processor groups, implements support for Microsoft Windows 8.1 and Windows Server 2012 R2 operating systems, and supports the latest graphics and GPGPU computing technologies including OpenGL 4.4 and OpenCL 1.2 SPIR.
Sep 11, 2013
AMD has unveiled its plans for expansion in the embedded solutions market detailing the ‘Adelaar’ discrete GPU processor. The roadmap illustrates AMD’s “ambidextrous strategy” as it becomes the first company to offer the choice of ARM or x86 SoCs. ‘Adelaar’ is the next-generation discrete AMD Embedded Radeon GPU based upon GCN. and is expected to deliver rich 3D graphics with support for OpenGL 4.2.
Sep 10, 2013
If you wanted to get an OpenGL reference card that was printed and laminated, now is the time at Amazon! Stock is low so be sure to get your order quickly.
Sep 05, 2013
NeoAxis Group Ltd announces a new version of the OpenGL-based universal environment for development of 3D projects NeoAxis 3D Engine 2.0. The new version will include many improvements, as well as significant changes in technology licensing. With version 2.0, one of the editions of the engine will be completely free.
Sep 04, 2013
Debugging OpenGL code using glGetError has always been painful, with OpenGL 4.3 the debugging oriented extension KHR_debug was added as a new core feature to simplify this task. While most driver vendors support this extension now even on older GL implementations, it’s again Apple who lacks behind. Even the next version of OS X 10.9, Mavericks, will not get anything newer than OpenGL 4.1. To stop being dependent on glGetError and being able to debug with KHR_debug even on those systems without native support for this extension, a solution was presented in form of a free userspace implementation of KHR_debug. It’s written in pure C and builds on top of glLoadGen and thus can be used with any OpenGL version and on all major operating systems.
Sep 04, 2013
This book is written against OpenGL 3.3 core profile and details over 40 recipes on diverse topics which allow the reader to 1) Explore current graphics programming techniques including GPU-based methods from the outlook of modern OpenGL 3.3 2) Learn how to implement GPU-based volume rendering algorithms 3) Discover how to employ GPU-based path and ray tracing 4) Create 3D mesh formats and skeletal animation with GPU skinning 5) Explore graphics elements including lights and shadows in an easy to understand manner And a lot more. In addition, the entire book source code may be downloaded from the publisher web site and run as desired. The book is also available from Amazon.
Sep 03, 2013
WRATH is a library to facilitate drawing user interfaces with GL in an optimized fashion. It does not address window creation or event handling for that matter. It only handles drawing and creation of objects that represent that drawing. To that end WRATH can be made to work in a variety of toolkits that allow drawing with OpenGL or OpenGL ES.
Sep 03, 2013
The 42th 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 shows how to improve shadow quality using a technique known as Percentage Closer Filtering.
Sep 03, 2013
Magnum is multiplatform 2D/3D graphics engine written in C++11 and modern OpenGL. Its goal is to simplify low-level graphics development and interaction with OpenGL using recent C++11 features and to abstract away platform-specific issues. Ported to Linux, Windows and Google Chrome Native Client, supports core profile OpenGL 2.1 through OpenGL 4.4, OpenGL ES 2.0 and OpenGL ES 3.0 along with modern extensions. Contains vector math library, modular and extensible scene graph, OpenGL-accelerated text rendering API and plugin-based media import. Magnum uses RAII principle, has OpenGL state tracking and transparent support for EXT_direct_state_access. With automatic fallback to core functionality for unsupported extensions it allows the users to develop OpenGL applications with less code and less explicit state and extension handling. The engine is licensed under MIT license.
Aug 19, 2013
The new 3D adventure game Shades of Sanity is the “spiritual successor” of Sanitarium including some of the DreamForge development team such as Keith Leonard from the old OpenGL Unreal port. The game is a first person 3D horror adventure game inspired by the team’s work on Sanitarium. The 3D engine is new from the ground up and uses OpenGL for rendering. We make heavy use GLSL Shaders, framebuffer_objects, conditional rendering, occlusion query, vertex buffer objects, anisotropic filtering, GLEW, geometry shaders, KHR_debug, etc…. The engine is a lighting prepass renderer with some modern features such as bokeh, bloom, real time ambient occlusion, refraction, and even deferred ray marched reflections.
Aug 08, 2013
The Khronos Group has posted the slide decks from the OpenGL BOFs at SIGGRAPH. The OpenGL and many other BOF slides can be found on the Khronos website.