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GLUS is now beta and documentation available

Categories: Developers |

Aug 31, 2012

GLUS is a C helper library for OpenGL 3 and 4. After more than two years of development, the library is now in beta. The source code is now documented as well. The library is already used by a few hobbyists, universities and for the OpenGL examples on the web site.

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Nopper.tv hosts now an OpenGL 4.3 example

Categories: Developers |

Aug 31, 2012

The nopper.tv web site hosts now 21 OpenGL 3 and 4 examples. The latest addition is a simple compute shader example, which uses OpenGL 4.3. All the examples run on Windows, Linux and Mac OS X (driver needs to support the required OpenGL version).

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Cross-platform PixelLight 3D engine 1.0.0 released

Categories: Developers |

Aug 27, 2012

Version 1.0.0 of the free open-source, cross-platform 3D application framework PixelLight has been released. We’re using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. The primary focus of this release was on quality assurance. On the graphics side, tesselation as well as instancing support was added to the rendering system. Further we added the capability of rendering volume data. We received a lot of feedback from the community about the Linux SDK. As a result we added helper shell scripts so applications can be started without having to modify the system environment.

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OpenGL 4 reference pages now online

Categories: Developers |

Aug 20, 2012

The OpenGL 4 reference pages are now available online in the OpenGL SDK website.

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Talk with Demo of NVIDIA’s OpenGL 4.3 Compute Shaders

Categories: Developers |

Aug 20, 2012

Watch as Mark Kilgard at SIGGRAPH 2012 explains what’s new with NVIDIA’s OpenGL 4.3 driver support for GeForce and Quadro GPUs. The talk includes demos of OpenGL 4.3’s new compute shader functionality for particle systems and image processing. Or review the slides.

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OpenGL SIGGRAPH slide presentations now online

Categories: Developers |

Aug 13, 2012

The Khronos Group has posted most of the slide presentations from the SIGGRAPH BOFs online. Slide sets include OpenGL, COLLADA, OpenCL, OpenGL ES and WebGL. Developers will be particularly interested in these slides which include overviews of OpenGL 4.3, OpenGL ES 3.0 and CLU extension. There is also a slide deck from Kurt Akeley. 

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SilverLining 3D Cloud and Sky SDK Launches Android / OpenGL ES Support

Categories: Developers | Applications |

Aug 13, 2012

Sundog Software brings real-time simulation of the sky, 3D clouds, and weather effects to Android devices with the release of SilverLining for Android. Included are integration samples for Java, C++, and OpenSceneGraph-based Android applications - all built with OpenGL ES 2.0 or above. A free evaluation SDK and demo are available at Sundog’s website.

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OpenGL Samples Pack 4.3.0.0 released

Categories: Developers |

Aug 13, 2012

The OpenGL Samples Pack has been updated, including 9 new OpenGL 4.3 samples.

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Unofficial OpenGL SDK now supports GL 4.3

Categories: Developers |

Aug 10, 2012

The Unofficial OpenGL SDK now provides support for OpenGL version 4.3. The most recent version, ironically 0.4.3, not only adds OpenGL 4.3 support, it also adds a basic text rendering system.

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Delphi / Pascal OpenGL Header 4.3 released

Categories: Developers |

Aug 08, 2012

The Delphi/Pascal OpenGL Headers of the (german) Delphi OpenGL Community have been updated to the latest 4.3 release of OpenGL. The header is a one-in-all unit, and supports all OpenGL versions up to 4.3 (core and extensions). It can be used with Delphi and Freepascal and supports a wide range of platforms, including 32- and 64- Bit Windows, Linux and Mac OSX. The current download and changelog can be found on the header’s official page on our wiki.

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LWJGL gets OpenGL 4.3 and OpenGL ES 3.0 support

Categories: General | Developers |

Aug 07, 2012

Only a day after its release announcement, OpenGL 4.3 and OpenGL ES 3.0 support added to LWJGL, grab the nightly builds to use.

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GL Extension Wrangler (GLEW) ready for OpenGL 4.3

Categories: General | Developers |

Aug 07, 2012

That was quick! The 1.9.0 release of the OpenGL Extension Wrangler already has OpenGL 4.3 support.

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NVIDIA releases OpenGL 4.3 beta drivers

Categories: General | Developers |

Aug 06, 2012

To coincide with the release of OpenGL 4.3, NVIDIA has OpenGL 4.3 beta drivers available now for Windows and Linux. These drivers provide full OpenGL 4.3 and GLSL 4.30 functionality. One of the following graphics cards is required to access all OpenGL 4.3 features: Quadro series (6000, 600, 5000, 410, 4000, 400, 2000D, 2000), GeForce 600 series (GTX 690, GTX 680, GTX 670, GT 645, GT 640, GT 630, GT 620, GT 610, 605) GeForce 500 series (GTX 590, GTX 580, GTX 570, GTX 560 Ti, GTX 560 SE, GTX 560, GTX 555, GTX 550 Ti, GT 545, GT 530, GT 520, 510) or GeForce 400 series (GTX 480, GTX 470, GTX 465, GTX 460 v2, GTX 460 SE v2, GTX 460 SE, GTX 460, GTS 450, GT 440, GT 430, GT 420, 405). Further details and driver downloads are available at the NVIDIA OpenGL 4.3 website.

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Khronos Releases OpenGL 4.3 Specification with Major Enhancements

Categories: General | Developers | Processors |

Aug 06, 2012

The Khronos Group today announced the immediate release of the OpenGL® 4.3 specification, bringing the very latest graphics functionality to the most advanced and widely adopted cross-platform 2D and 3D graphics API. OpenGL 4.3 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 GPU functionality across diverse operating systems and platforms. The OpenGL 4.3 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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NVIDIA talks OpenGL at SIGGRAPH 2012

Categories: Developers |

Aug 05, 2012

Going to SIGGRAPH 2012 for the big OpenGL party? Then also check out NVIDIA’s complete schedule of technical content. Tuesday in the booth, Tristan Lorach will explain “nvFX: A New Scene and Material Effect Framework for OpenGL and DirectX”. Wednesday has a full day of technical talks in West Hall Room 503. Mark Kilgard will explain what’s new with “NVIDIA OpenGL in 2012” in the morning; then in the afternoon demo “GPU-Accelerated 2D and Web Rendering” with OpenGL; followed by David McAllister and Phil Miller discussing “GPU Ray Tracing and Optix” involving both CUDA and OpenGL. Thursday in the booth, Pixar will discuss “OpenSubdiv: High Performance GPU Subdivision Surface Drawing” using both GLSL and CUDA for Catmull-Clark subdivision surface rendering. Check out the full NVIDIA schedule for all the talks and demos.

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OpenGL renders Zombies faster than Direct3D

Categories: General | Developers | Applications |

Aug 02, 2012

Valve Software has updated their Linux blog to report that the OpenGL version of Left 4 Dead 2 is now running fastest on Linux (315 fps). Surprisingly, given all the attention Valve has paid to Direct3D tuning over the years, even on Windows, the OpenGL version of the game now runs faster than Direct3D (304 fps vs. 270 fps) due to "overhead per batch in Direct3D which does not affect OpenGL on Windows".

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Introducing Regal–a portable OpenGL layer–write once deploy everywhere

Categories: General | Developers | Applications |

Aug 02, 2012

The Open Source Regal project is being followed closely by top OpenGL developers at id, Unity, DICE, Epic, and Valve just to name a few. Developers are excited about the portability of their code (exact same OpenGL code runs on iOS, Android, Mac, Linux, and Windows), but also about the ecosystem foundation for tools support that just doesn’t exist in any portable way today. Regal brings the ecosystem foundation to all platforms at once.  And maybe not least, developers are very happy that this project is Open Source so it is truly the property of the community to use / modify / extend as they wish. Regal is currently pre-alpha, and is available for testing on Github. Community involvement is welcome, and a thread is setup for discussion on the OpenGL message boards.

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