Part of the Khronos Group

GL3W: Simple OpenGL 3/4 core profile loading

Categories: Developers |

Apr 30, 2010

gl3w offers an easy way to get your hands on the functionality offered by OpenGL 3/4 core profile specification. It consists of a simple Python 2.6 script that downloads the Khronos supported gl3.h header and generates gl3w.h and gl3w.c from it. The resulting files can then be included and statically linked into your project.

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GLEW 1.5.4 Adds Support for OpenGL 3.3, 4.0 and New Extensions

Categories: Developers |

Apr 30, 2010

The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. Version 1.5.4 adds support for OpenGL 3.3, OpenGL 4.0 and new vendor, EXT and ARB extensions.

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OpenGL Shader Wrangler

Categories: Developers |

Apr 29, 2010

GLSW is a tiny set of safe ANSI C functions that makes it easy to group shader strings into simple effect files. GLSW automatically prepends #line for proper error reporting.

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New version of NeoAxis Game Engine released (0.85)

Categories: Applications |

Apr 27, 2010

The NeoAxis Group has releases a new version of it’s NeoAxis Game Engine. The new features are among others support for 3Dc texture format, automatic generation of True Type fonts, better Stencil Shadows and an update for the web player to version 1.2. Additionally the exporters are enhanced and now support blending skeletal and morph animation. For the next release the team plans to release MaxOSX support and implementation of parallel split shadow maps.

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AMD updates entire FirePro line to Evergreen GPUs - OpenGL 4, DX11, Eyefinity, OpenCL

Categories: Developers | Processors |

Apr 26, 2010

AMD today introduced 4 new additions to its next-generation ATI FirePro family - the FirePro V7800, FirePro V5800, FirePro V4800, and FirePro V3800. Together with the the previously announced FirePro V880, AMD now offers professional graphic accelerators with OpenGL 4, OpenCL, DX11, Eyefinity multi-display support and as much as double the performance of previous models, at every price point.

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GLC_Lib 2.2 Beta 1 released supports COLLADA file format

Categories: Developers |

Apr 26, 2010

GLC_lib is a C++ library for high performance 3D application based on OpenGL. GLC_lib 2.0 can handle very large DMUs (Digital MockUps) to create fast free multi platform OpenGL 3D viewers. Some of the new features include: Frustum Culling with OpenGL frustum Plane extraction; space partitioning using Octree; ability to save all supported 3D Formats in a 3DXML ASCII V4;  built in 3DWidget; built in Plane sectioning with easy and powerfull manipulation tools. Supported file formats include COLLADA, 3DXML ASCII V3 and V4, OBJ, 3DS, STL (ASCII and binary), and OFF and COFF.

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Lua as an Effect File Format for OpenGL

Categories: Developers |

Apr 26, 2010

Philip Rideout explores how to use Lua as a way of organizing GLSL shader strings, with plenty of code samples. Philip discusses tricks like auto-insertion of #line for proper error reporting.

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NVIDIA GPU Technology Conference call for submissions now open

Categories: General | Developers |

Apr 22, 2010

NVIDIA is looking for submissions from industry and academia. The submission should be about your work using the GPU for computing or graphics, and can be completed or currently in progress. The deadline is June 1st 2010. Complete details can be found on the NVIDIA website.

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MysticGD releases EMotion FX v3.9 with improved OpenGL support

Categories: Applications |

Apr 20, 2010

The EMotion FX v3.9 contains improved OpenGL support, HDR, advanced lighting and post processing effects using GLSL, efficiency improvements, some new features and provides support for the Autodesk Max 2011 and Autodesk Maya 2011. Visual Studio 2010 is also supported. “This new version of the EMotion FX SDK is one of a series of technical and commercial announcements that we’ll be making over the next couple of months said ” John van der Burg, Development Director of MysticGD. He added “EMotion FX’s Animator user community can look forward to a new Artist tool in the short term”.

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Tutorials: An introduction to modern OpenGL

Categories: Developers |

Apr 19, 2010

A new tutorial is in the works at Durian Software. Aimed at being a clean tutorial which skips legacy code, it currently covers OpenGL 2.0 while avoiding discussion about any API calls that are deprecated or removed in OpenGL 3.0 or OpenGL ES. For the sake of the tutorial it is assumed you already know C, have a basis of Algebra and geometry, with little or no OpenGL exposure. Feedback to the author is also requested.

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NVIDIA releases OpenGL 4.0 drivers

Categories: Developers | Processors |

Apr 13, 2010

NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:

  • ARB_texture_compression_bptc – provides new texture compression formats for both fixed-point and high dynamic range floating-point texels.
  • EXT_shader_image_load_store - allows GLSL- and assembly-based shaders to load from, store to, and perform atomic read-modify-write operations to texture images.
  • EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
  • NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
  • NV_gpu_program5 - provides assembly programmability support for new hardware features provided by NVIDIA’s OpenGL 4.0-capable hardware in vertex, fragment, and geometry programs.
  • NV_tesssellation_program5 - provides assembly programmability support for tessellation control and evaluation programs.
  • NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5 and GLSL 4.00. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector integer data types, and more. Additionally, it allows patches (as used in tessellation) to be passed on to the geometry shader, used as input to transform feedback, and rasterized as a set of control points.
  • NV_shader_buffer_store – extends the bindless graphics capabilities of the NV_shader_buffer_load extension. This extension provides the ability to store to buffer object memory, and to perform atomic read-modify-write operations, using either GLSL- or assembly-based shaders.

The official feedback thread is available in the OpenGL Discussion Forums. The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html

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NVIDIA Introduces Parallel Nsight for Visual Studio 2008 supporting OpenCL and OpenGL

Categories: Developers |

Apr 12, 2010

NVIDIA Parallel Nsight brings GPU Computing into Visual Studio 2008. Debug, profile, and analyze GPU code using standard workflow and tools. Parallel Nsight will support CUDA C, OpenCL, DirectCompute, Direct3D, and OpenGL. Parallel Nsight is powerful plug-in that allows Microsoft Visual Studio programmers to develop for both GPUs and CPUs within a single development environment.

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Update of the OpenGL Samples Pack 3.3 available

Categories: Developers |

Apr 12, 2010

An update of the OpenGL Samples Pack 3.3 is available. OpenGL Samples Pack is a collection of OpenGL 3.3 samples to document how to use the OpenGL API. This update catches up with some of the main features of OpenGL: uniform buffer, transform feedback and instanced array.

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Boris FX supoprts OpenGL particle engine and acceleration

Categories: Applications |

Apr 12, 2010

Boris FX, the leading developer of integrated effects technology for video and film, today announced Boris Continuum Complete 7 AE (BCC 7 AE). BCC 7 AE brings over 200 filters to Macintosh and Windows versions of Adobe After Effects and Premiere Pro CS5, CS4, and CS3. The new release features 11 new filters including a 3-way color grade filter with built-in keying and masking tools, a new video noise reduction tool, a spline-based warp filter, an audio-driven keyframe generator, a new OpenGL particle engine, and still and video morph technology. Each Boris Continuum Complete filter has been re-engineered to take advantage of 64-bit processing and OpenGL acceleration.

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TNGViewer 1.3.0.563 vastly extends file format support and more

Categories: Applications |

Apr 09, 2010

Immaginaria Ltd is proud to announce a major update to TNGViewer, featuring support for the Open Asset Import Library, which provides access to several different 3D file formats. These include modo .lxo, DirectX .x, Stanford Polygon Library .ply, Stereolithography .stl, Object File Format .off and many more. importing COLLADA .dae files is also much improved; previously supported types such as 3D Studio .3ds, Alias|Wavefront .obj and so on are imported better as well. File formats that contain keyframe and skinning animation use dynamic OpenGL VBOs for performance. Furthermore, a fallback Direct3D 9 renderer is available on Windows, on any machine without decent OpenGL drivers. Finally, several interface and display issues have been fixed on Windows and Mac OS X.

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ATI FirePro V8800 brings ultra high end performance, OpenGL 4 & Eyefinity to workstation graphics

Categories: Processors |

Apr 07, 2010

The new ATI FirePro V8800, the workstation equivalent to the Radeon HD 5870, provides 1600 stream processors for more than double the computational power of it’s predecessor (V8750) - 2.6 Teraflops!, 2GB GDDR5 RAM, 4 Display Port outputs, Stereo3D, CrossFire Pro support, and Windows & Linux drivers. For this new FirePro line, AMD is strongly emphasizing support for OpenGL 4 and OpenCL open standards.  Performance reviews are already out from HotHardware and most notably 3DProfessor. General consensus is: performance at a completely new level.

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Skew Matrix releases OpenSceneGraph v2.8.3 - OpenGL-based scene graph SDK

Categories: Developers |

Apr 06, 2010

Skew Matrix Software LLC is pleased to announce OpenSceneGraph v2.8.3, a new release of the leading cross-platform, open source, OpenGL-based scene graph SDK. The 2.8.3 release includes support for Mac OS X 10.6 (Snow Leopard), 3DS file export capability, integrated support for the FFmpeg project and Autodesk FBX technology, and many other new features and enhancements. For more information, visit our website.

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OpenCL Studio 1.0 beta released

Categories: Developers |

Apr 06, 2010

Geist Software Labs has released the first version of OpenCL Studio for beta testing. OpenCL Studio combines OpenCL and OpenGL into a single integrated development environment that allows you to visualize OpenCL computation using powerful 3D rendering techniques. The editor hides much of the complexity of the underlying APIs while still providing flexibility via the Lua scripting language. Integrated source code editors and debugging capabilities for OpenCL, GLSL, and Lua, as well as a toolbox of 2D user interface widgets provide a framework for a wide range of parallel programming solutions.

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Simulation Lab Software releases SimLab Composer 2.0

Categories: Applications |

Apr 06, 2010

The new release of SimLab Composer (an OpenGL based 3D Scene editor) provides the user with the tools needed to create 3D scenes from a wide range of CAD and 3D Design formats, including SketchUp, Rhino, Solidworks, STEP, IGES, FBX, Collada, 3DS, OBJ and STL. Scenes built by SimLab Composer can be exported to other 3D applications using many standard 3D formats, like Collada, obj, STL, FBX, OSG and U3D The new version of SimLab Composer includes an accurate and fast renderer, to enable the user to create photorealistic rendered images of 3D scenes. SimLab Composer enables the user to export interactive 3D PDF files for sharing 3D scenes. The new version gives the user full control over the generated 3D PDF file. SimLab Composer 2.0 is supported on Windows and Mac OS. More information about SimLab Composer can be found here.

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AMD announces OpenGL® 4.0 and 3.3 Support on Windows® and Linux Platforms

Categories: General | Processors |

Apr 06, 2010

AMD announced widespread support of the recently-published OpenGL® versions for Windows® 7, Windows® Vista, Windows® XP, and Linux® across select ATI Radeon™, ATI FirePro™ and ATI FireGL™ graphics cards. OpenGL® 4.0 is now supported on ATI Radeon™ HD 5900, HD 5800, HD 5700, HD 5600, HD 5500 and HD 5400 series graphics cards, and OpenGL® 3.3 is supported by all discrete graphics products from AMD – both consumer and professional graphics – released since the spring of 2007.

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HP EliteBook 8740w workstation laptop outs the OpenGL/DX11/multi-display ATI FirePro M7820

Categories: General | Processors |

Apr 02, 2010

Last week, HP announced their new 17-inch Core i5/i7 EliteBook 8740w Mobile Workstation with an option for the (previously unannounced) ATI FirePro M7820 w/ 1GB GDDR5 memory. Targeting CAD users, graphic designers and videographers, when configured with the new FirePro, user get OpenGL 3.3 (OpenGL 4 beta) and DX11 support, better power management and support for up to four independent display outputs, plus the native notebook panel, for a total of five displays.

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FoldUP!3D New for Adobe Illustrator OpenGL Enhanced for 3D Design Creation

Categories: Applications |

Apr 01, 2010

When creating a 3D design, such as packaging, Illustrator users typically print it and then cut it out to determine its viability. FoldUp!3D New eliminates the need to create a physical prototype by displaying the design in 3D within Illustrator, with the use of cut lines, fold lines and design layers. New in this version is the use of OpenGL technology, which makes it possible to rotate and scale 3D designs in 360 degrees.

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Call for Papers—Game Engine Gems 2

Categories: General | Developers |

Apr 01, 2010

After a very successful launch of the first volume of the Game Engine Gems series at GDC 2010, Jones and Bartlett Publishers is now accepting proposals for the second volume! The paper submission period for Game Engine Gems 2 is now open through June 15, 2010. To submit a proposal, please visit the official website at the following location: http://www.gameenginegems.com/ As with the first volume, the theme of the book includes everything having to do with game engine design and implementation. Specific topics that we’re looking for include rendering techniques, shaders, OpenGL / DirectX, physics / collision detection, mathematics, programming techniques, engine architecture, visibility determination, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. This list is not exhaustive, and we will be happy to evaluate any idea that pertains to making game engines.

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