Part of the Khronos Group

Maestro 3D Ortho Studio Virtual Setup software now available using OpenGL

Categories: Applications |

Aug 31, 2011

Ortho Studio is a dedicated orthodontic software package used to make the teeth treatment, virtual setup and clear aligner, using high-quality 3D data of patient’s cases scanned with Maestro 3D Dental Scanner.

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An introduction to OpenGL 4.2

Categories: Developers | Applications |

Aug 29, 2011

The OpenGL 4.2 specification brings several API improvements as well as exposes some important pieces of hardware functionality. This presentation covers the newly introduced features in the OpenGL 4.2 specification as well as an update on my OpenGL 4.2 forecast.

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Particle System using Transform Feedback tutorial published

Categories: Developers |

Aug 29, 2011

This is the 28th installment in a series dedicated to promote OpenGL development on Linux with a focus on OpenGL 3.3 and beyond. The tutorial explains how to implement a particle system using the new feature of transform feedback in OpenGL 3.x.

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Japanese Media interview with Khronos on OpenGL 4.2. Has DirectX 11 finally been surpassed?

Categories: Developers |

Aug 24, 2011

Neil Trevett, president of The Khronos Group met with Japanese media at SIGGRAPH 2011 to talk about recent OpenGL 4.2 announcement and momentum of the OpenGL advantage over DirectX.

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OpenCloth: A collection of source codes implementing cloth simulation algorithms in OpenGL

Categories: Developers |

Aug 24, 2011

Introducing an OpenGL based cloth simulation code base. We implement all of the existing cloth simulation algorithms in as simplistic an approach as possible so that learners may know exactly what is needed to get a cloth simulation system up and running in OpenGL with a minimum of fuss. OpenCloth project has been initiated with a view that it may help beginners and researchers alike to implement the basic algothims for cloth simulation using OpenGL API. It is not intended as another library that you can plugin into your game engine directly. Rather, you can learn from it and then implement a technique or two in you own game/physics engine. With a little bit of effort, it should be straight forward to implement the discussed algorithms on other platforms and Graphics API. Focus is on how to handle the bare minimum required to implement the techniques. Rather than wrapping code into classes, we implement the whole code in a single source file.

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Version 0.9.8 of the free open-source 3D engine PixelLight released

Categories: Developers |

Aug 24, 2011

The version 0.9.8 of the free open-source, cross-platform 3D application framework PixelLight has been released. It’s been one year since the first public release and nearly 9 years since development start on September 16, 2002. The technology is using OpenGL as well as GLSL within it’s primary renderer. Applications, including their life cycle, are now controlled by frontends. The SDK includes four frontends: One for PixelLight’s own GUI system, a lightweight native OS frontend, one for the UI framework Qt and a null frontend without any GUI involved used for example when only rendering into background buffers.

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OpenGL Man pages updated to OpenGL 4.2

Categories: Developers |

Aug 23, 2011

The online OpenGL Reference pages have been updated to OpenGL 4.2.

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Efficient multi-fragment rendering using d-buffer - an OpenGL 4.2 use case

Categories: Developers |

Aug 16, 2011

Drawing effects that need to store multiple data elements per-pixel is not an easy task, when you consider an architecture as rigid as highly parallel GPU subsystem. It is even more so, when you want to put irregular number of data elements (e.g. fragments) per-pixel. Current methods often suffer from the low performance pitfalls of non-regular memory references. See how d-buffer storage scheme can help composing your multiple, irregular in terms of per-pixel count fragments into hardware friendly regular data structure. All with the help of GL_ARB_shader_image_load_store, GL_ARB_shader_atomic_counters or simply core OpenGL 4.2.

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OpenGL and OpenCL SIGGRAPH BOF presentation slides now online

Categories: Developers |

Aug 12, 2011

The presentations slides from SIGGRAPH 2011 Khronos Group OpenCL and OpenGL BOFs are now available online.

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GLFW 2.7.2 released

Categories: Developers |

Aug 12, 2011

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 2.7.2 adds support for OpenGL 3.2 core profile contexts on OS X Lion and fixes a number of bugs in the Cocoa port.

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Starting a new series of tutorials about OpenGL Shaders

Categories: Developers |

Aug 12, 2011

From the creator of the series “All About OpenGL ES 2” and author of NinevehGL Engine (Free 3D engine for iOS), arrives a new tutorial about OpenGL Shaders. This is the first of three and brings the basic concepts about shaders for beginners, treating concepts like Normals and Tangent Space, differences between per-vertex and per-fragment lights and explaining in-depth what the shaders are. The next tutorials of this series will show how to calculate the complex lights, reflections, bump mapping and more.

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AMD Releases Catalyst Beta Drivers for OpenGL 4.2

Categories: Developers |

Aug 11, 2011

AMD released a beta driver for the OpenGL® 4.2 API specification just announced by the Khronos Group this week. The new AMD Catalyst™ Beta package for the OpenGL 4.2 API is available for download for use with the Windows 7, Windows Vista, Windows XP and Linux operating systems.

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Mesa 7.11 gets much closer to supporting OpenGL 3

Categories: Developers |

Aug 10, 2011

Version 7.11 of free and opensource OpenGL implementation gets very close to meet OpenGL 3.0 requirements, but there is still work to be done in bringing up GLSL 1.30 support, depth format cube textures, GLX_ARB_create_context, and various other features. Mature Intel Sandy Bridge and preliminary support for Ivy bridge has been added. AMD Llano Fusion graphics and Radeon HD 6900 “Cayman” are now supported.

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glloader 3.7.0 released, with the newest OpenGL 4.2 support

Categories: Developers |

Aug 10, 2011

The glloader, a subproject of Klay Game Engine, is an OpenGL extension loading library. It supports OpenGL core 1.0 to 4.2, OpenGL ES core 1.0 to 2.0, as well as WGL, GLX, EGL and other GL/GLES extensions. The glloader also includes a datebase of all entries, tokens and typedefs in GL/GLES in XML format. 

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OpenGL 4.2 review

Categories: Developers |

Aug 09, 2011

Looking for detailed information about OpenGL 4.2? A review written for OpenGL programmers is available, all features described one by one.

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OpenGL Samples Pack 4.2.0.0 released

Categories: Developers |

Aug 09, 2011

The OpenGL Samples Pack is a collection of as simple as possible OpenGL code samples to document with code the specification and get started with new OpenGL features. This new version provides ten new samples covering many OpenGL 4.2 features.

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flextGL extension loader updated for OpenGL 4.2

Categories: Developers |

Aug 09, 2011

The OpenGL loader generator script flextGL has been updated to support OpenGL 4.2.

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Delphi/Pascal OpenGL Header for OpenGL 4.2 released

Categories: Developers |

Aug 08, 2011

The german Delphi OpenGL-Community has released an updated version of the Delphi/Pascal header conversions for OpenGL that reflects the changes implemented into OpenGL 4.2. The header is a single-file solution, including core functions as well as extensions in a single file and has become a de-facto standard amongst the Delphi/pascal coding community since it’s first release.

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NVIDIA releases OpenGL 4.2 drivers

Categories: Developers |

Aug 08, 2011

To coincide with the release of OpenGL 4.2, NVIDIA has OpenGL 4.2 drivers available now for Windows and Linux. These drivers provide full support for OpenGL 4.2 and GLSL 4.20. One of the following graphics cards is required to get access to full OpenGL 4.2 functionality: Quadro Plex 7000, Quadro 6000, Quadro 5000, Quadro 4000, Quadro 2000, Quadro 600, GeForce 500 series (GTX 590, GTX 580, GTX 570, GTX 560 Ti, GTX 560, GTX 550 Ti, GT 545, GT 530, GT 520) and GeForce 400 series (GTX 480, GTX 470, GTX 465, GTX 460 SE v2, GTX 460 SE, GTX 460, GTS 450, GT 440, GT 430, GT 420, 405). Complete details and downloads are available on the NVIDIA developer website.

Discuss your experience and thoughts about these drivers on our OpenGL driver feedback forum.

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Khronos Enriches Cross-Platform 3D Graphics with release of OpenGL 4.2 Specification

Categories: General | Developers |

Aug 08, 2011

The Khronos™ Group today announced the immediate release of the OpenGL® 4.2 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API.  OpenGL 4.2 integrates developer feedback and continues the rapid evolution of this royalty-free specification while maintaining full backwards compatibility - enabling applications to incrementally use new features, while portably accessing state-of-the-art graphics processing unit (GPU) functionality across diverse operating systems and platforms.

The OpenGL 4.2 specification has been defined by the OpenGL ARB (Architecture Review Board) working group at Khronos, and includes the GLSL 4.20 update to the OpenGL Shading Language.  The OpenGL 4.2 specification contains new features that extend functionality available to developers and enables increased application performance.  The full specification is available for immediate download.

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OurBricks COLLADA contest ending today!

Categories: General | Developers |

Aug 07, 2011

Have a 3D model you think is really cool? Enter it in the OurBricks 3D Model COLLADA Contest for a chance to win $500. Hurry, as the contest ends at midnight Pacific time August 7th 2011. That’s today!

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Khronos at SIGGRAPH - News, BOFs and lots of prizes this year

Categories: General | Developers |

Aug 06, 2011

The Khronos Group has a pavilion at SIGGRAPH Vancouver this year with 7 booths to accommodate a few of the Khronos Members. Khronos will be host to lots of demos and five Birds of a Feather events this year. There will be lots of prizes at the BOFs including Quadro 5000 and FirePro graphics cards, an SSD Drive books and t-shirts. Most importantly there will be some significant news announcements this year. We hope to see you there!

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Infinitely scalable Freetype text in OpenGL

Categories: Developers |

Aug 01, 2011

Combining Freetype with a contour rendering method based on distance fields, Nicolas Rougier has created a library to display infinitely scalable anti-aliased text in OpenGL. The library, simply called freetype-gl, is BSD licensed and can be used in commercial products. This is a way to finally get rid of pixelated and blurred text in real time content. The rendering technique extends to monochrome line art in general, although this particular library is aimed specifically at rendering Freetype fonts. Code and more information available online.

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Sundog Releases the Triton Ocean SDK

Categories: Developers |

Aug 01, 2011

Sundog, makers of the SilverLining 3D cloud and Sky SDK, has released the Triton Ocean SDK. Triton integrates with OpenGL 2, 3, or 4 based applications and renders real-time oceans to match given wind or Beaufort scale conditions in flat or round-Earth systems. It automatically integrates with OpenCL, CUDA, and multi-core CPU’s to accelerate its underlying Fast Fourier Transform-based wave simulation. A demo, free evaluation SDK, and screenshots are available at www.sundog-soft.com.

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Billboarding and the Geometry Shader tutorial released

Categories: Developers |

Aug 01, 2011

This is the 27th installment in a series dedicated to promote OpenGL development on Linux with a focus on OpenGL 3.3 and beyond. The tutorial explains how to implement the billboarding technique and introduces the geometry shader.

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NVIDIA GPU-Accelerated Path Rendering Demos and SDK

Categories: Developers |

Aug 01, 2011

NVIDIA’s Release 275 drivers for Windows, Linux, FreeBSD, and Solaris provide full GPU-acceleration of a style of 2D graphics known as path rendering via the NV_path_rendering OpenGL extension for all CUDA-capable GPUs. The NVprDEMOs package provides 14 pre-compiled demos for Windows PCs. The NVprSDK provides documentation and complete source code for these demos for Windows and non-Windows platforms.

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