GLSL Optimizer for mobile platforms
Categories: Developers |
Sep 30, 2010
During development of Unity 3, it was discovered that GLSL compiled poorly for mobile platforms. Enter the Mesa and GLSL Optimizer. GLSL Optimizer is available on Github.
GeeXLab 0.2.5 Demotool Adds fp64 Support in GLSL Shaders
Categories: Developers |
Sep 30, 2010
The new version of GeeXLab adds the support of double precision (or fp64) in GLSL shaders. A Julia set rendering demo showing the difference between fp32 and fp64 is also available. GeeXLab is a tool for quick coding and prototyping of real time 3D scenes (demos, tests, casual games, benchmarks). It is based on widely used standards such as XML, Lua, Python and OpenGL / GLSL. GeeXLab has been designed for developers and technical 3D artists and is available for Windows.
History of hardware tessellation by Daniel Rákos
Categories: Developers |
Sep 30, 2010
With the introduction of Shader Model 5.0 hardware and the API support provided by OpenGL 4.0 made GPU based geometry tessellation a first class citizen in the latest graphics applications. While the official support from all the commodity graphics card vendors and the relevant APIs are quite recent news, little to no people know that hardware tessellation has a long history in the world of consumer graphics cards. In this article I would like to present a brief introduction to tessellation and discuss about its evolution that resulted in what we can see in the latest technology demos and game titles.
OpenGL 2 engine jMonkeyEngine is an ‘Open Source Graphics Software’ Finalist
Categories: Applications |
Sep 27, 2010
In this year’s Open Source Awards, hosted by PacktPub, a new category called ‘Open Source Graphics Software’ was added. jMonkeyEngine, a game engine supporting OpenGL 2 and above, is the first ever strictly game oriented software to make it as a finalist in this contest. Voting begins 27. September; fellow game and graphics development enthusiasts are more than welcome to lend a hand. Push the button in the name of OpenGL and open 3D graphics software!
NVIDIA’s OpenGL Functionality presentation from GTC
Categories: General | Developers |
Sep 27, 2010
Mark Kilgard discussed NVIDIA’s OpenGL Functionality at the 2010 GPU Technology Conference in San Jose. Presented topics include OpenGL 3.3, 4.0, and 4.1; programmable tessellation; double-precision shaders, DirectX interoperability; Cg 3.0; system profiling of OpenGL and other APIs with Parallel Nsight; and extensions beyond 4.1.
TNGViewer 1.5.1.670 significantly improves cache performance
Categories: Applications |
Sep 27, 2010
Immaginaria Ltd. is happy to announce an update to TNGViewer, featuring a substantial improvement in scene cache performance. Textures images can now be stored uncompressed in the cache, which provides shorter import times at the cost of a little disk space. Furthermore, rendering resources footprint has been reduced in both the OpenGL and DirectX renderers. Finally, the Open Asset Import Library was upgraded to version 1.1 (r815), improving file format support.
Presagis Announces a SeaWind OpenGL Hardware-Accelerated Driver Optimized for Intel Chipsets
Categories: Applications |
Sep 24, 2010
Presagis announced the release of the SeaWind family of drivers optimized for Intel chipsets (Seawind for Intel driver family). The new SeaWind for Intel driver family offers support for X11R7 and OpenGL 2.1 and works with a wide variety of Intel express graphics devices. The new driver family provides embedded developers with the ability to explore new hardware form-factor possibilities while benefitting from reductions in heat dissipation, power, and weight.
Bullet 2.77 Physics SDK adds OpenCL cloth simulation
Categories: Developers | Applications |
Sep 23, 2010
The new Bullet 2.77 Physics SDK features OpenCL cloth simulation, contributed by AMD under the permissive ZLib license. The OpenCL implementation has been tested on AMD and NVIDIA GPUs for Windows and Linux as well as the Apple OpenCL implementation for GPUs on Mac OSX Snow Leopard. The full source code and precompiled Windows executable demos are available for download.
OpenGL Game Engine BlendELF 0.9 Beta 3 Released
Categories: Applications |
Sep 21, 2010
New release of the open source OpenGL game engine BlendELF is now available for download. New major features are early support for OpenGL 1.1 and Blender 2.54, Anti-aliasing, Fog and improvements to Occlusion Culling and importing common model formats.
Linderdaum Engine uses OpenGL 3.2 Core Profile
Categories: Developers | Applications |
Sep 17, 2010
Linderdaum Engine has migrated to OpenGL 3.2 Core Profile with GLSL 1.50. Recent up-to-date source code is available from our page at http://www.linderdaum.com using public read-only Git repository at SourceForge. We are working hard towards completion of a Linux port and hardware tesselation support. Linderdaum Engine is an open source gaming and rendering engine written is C++ with GPU accelerated volume rendering support.
Galaxy Engine Open Source
Categories: Applications |
Sep 16, 2010
JAM Studios has been developing Galaxy Engine for the past year and is now releasing it as open source under the new BSD license! Galaxy Engine is a complete game development package for Mac, iPhone, and iPad. Galaxy Engine is programmed in Cocoa / Objective-C and uses the OpenGL, and OpenAL libraries for powerful graphics and sound. Galaxy Engine provides common classes to OpenGL development such as Models and Textures. It also includes critical tools and their source for game development such as: Level Editor, Terrain Editor, Model Viewer, Particle Editor, and Shader IDE. It also includes features such as: vertex animation, advanced lighting, dynamic shadows, vertex and pixel shaders, normal mapping, parallax mapping, and massive outdoor environments.
OpenGL capabilities chart for OS X
Categories: General | Developers |
Sep 14, 2010
Developers and end-users alike will find the OS X OpenGL capabilities chart useful.
Stereoscopic OpenGL
Categories: Developers |
Sep 14, 2010
A short tutorial describing the specifics involved when implementing both Parallel, and Toed-in camera methods using OpenGL graphics programming API. Examples are available in Python and C++.
Audio, Physics, and Developer Tools for OpenGL based OpenSceneGraph
Categories: Developers |
Sep 13, 2010
Skew Matrix Software is pleased to announce new releases of three open-source projects to support software development with the OpenGL-based OpenSceneGraph (OSG) toolkit.
Esenthel Engine now uses OpenGL ES for iPhone, iPad and iPod Touch
Categories: Applications |
Sep 10, 2010
Esenthel Engine has recently added full support for mobile platforms such as iPhone, iPad and iPod Touch. You can see it in action here. Esenthel Engine is a professional 3D Game Engine which supports: Windows, Mac, iPhone, iPad, iPod Touch, DirectX 9-10-10.1 &11, OpenGL, OpenGL ES, Nvidia PhysX - Bullet and Unlimited Sized Worlds. Esenthel Engine SDK comes with: Tools (World Editor, Mesh Editor, Gui Editor, ...), 100+ tutorials and documentation.
ATI FirePro V9800 OpenGL 4 workstation card drives 6 HD monitors with 4GB frame buffer
Categories: General | Applications | Processors |
Sep 09, 2010
AMD rolled out the ATI FirePro V9800 which features support for OpenGL 4, DX11, OpenCL and offer 4GB GDDR5 frame buffer and six mini DisplayPorts to drive up to six HD displays. AMD is targeting low-cost video walls for design/review, large volume data sets (medical, oil/gas) digital mockups, 4k video compositing, and client presentations.
Efficient Gaussian blur with linear sampling by Daniel Rákos
Categories: Developers |
Sep 08, 2010
Gaussian blur is an image space effect that is used to create a softly blurred version of the original image. This image then can be used by more sophisticated algorithms to produce effects like bloom, depth-of-field, heat haze or fuzzy glass. In this article I will present how to take advantage of the various properties of the Gaussian filter to create an efficient implementation as well as a technique that can greatly improve the performance of a naive Gaussian blur filter implementation by taking advantage of bilinear texture filtering to reduce the number of necessary texture lookups. While the article focuses on the Gaussian blur filter, most of the principles presented are valid for most convolution filters used in real-time graphics.
Tessellation Shaders Tutorial
Categories: Developers |
Sep 07, 2010
Philip Rideout posted an overview of tessellation shaders (with demo code) at The Little Grasshopper.
Stereo OpenGL in C++
Categories: Developers | Applications |
Sep 07, 2010
Extending our free tutorial on Stereoscopic rendering in OpenGL, Binocularity.org has added a C++ version of our software alongside the existing Python download. Detailed instructions for compiling and running the software on a Windows PC are included. This new download supports anaglyph and shutter glasses modes for viewing the output on all types of 3D monitors and displays. The parallel and toed-in stereoscopic camera methods can now be compared directly as the C++ program supports hot-switching between them.
GLFW 2.7 released
Categories: Developers |
Sep 07, 2010
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 brings many bug fixes, build system updates and several new features, most notably explicit support for OpenGL 3.2 and later and a new 64-bit capable Cocoa port.
jMonkeyEngine 3 releases SDK Alpha2
Categories: Developers |
Sep 01, 2010
The second alpha release of the Java game library jMonkeyEngine 3 is now official. See the jmonkeyengine.com blog for the complete news article, and download the SDK install (jMonkeyPlatform) from the open repository. Highlights include a new input system, PSSM & SSAO (OpenGL 3 enhancements coming later), many physics improvements and intuitive material editing. Anyone with an interest in Java game development would be wise to check it out!
Page 1 of 1 pages
