Part of the Khronos Group

Tom’s Hardware: AMD Radeon HD 7990

Categories: Developers | Processors |

Apr 25, 2013

Stripped down to its bare PCB, the Radeon HD 7990 consists of two Tahiti GPUs, each surrounded by 3 GB of GDDR5 memory and connected by a PLX Technology PEX 8747 switch. Tom’s Hardware does a great review as always with OpenGL and OpenCL benchmarks and comparisons.

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LWJGL 2.9.0 released

Categories: Developers |

Apr 24, 2013

The Lightweight Java Game Library (LWJGL) provides a simple API to OpenGL, OpenAL, OpenCL and Game Controllers enabling the production of state of the art games for Windows, Linux and Mac. Version 2.9.0 contains a complete rewrite of the mac backend, new OpenGL/OpenCL extension and bug fixes.

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OGLplus 0.29.0 released

Categories: Developers |

Apr 16, 2013

OGLplus is a portable open-source library implementing an object-oriented facade over the OpenGL (version 4) C-language API. It provides wrappers which automate resource management and make the use of OpenGL in C++ safer and more convenient. OGLplus comes with more than 100 examples of usage and several tutorials.

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OpenGL Space Combat and Strategy Game Programming

Categories: Developers |

Apr 11, 2013

Learn by doing with a series of game prototypes to demonstrate the fundamentals of OpenGL-based space combat and realtime strategy game programming. Just released, prototype 4 is focusing on procedural planet, moon and asteroid rendering: A fully playable simple realtime strategy space game based on prototype 3; Procedural surface generation in realtime for solid planets, moons and gas giants; Screen space atmospheric light scattering (both Rayleigh and Mie); Planetary ring and cloud layer rendering (combined with light scattering); Visualisation of solar and planetary ring asteroid belts.

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OpenGL in Qt 5.1, final three parts of blog series available

Categories: Developers | Applications |

Apr 11, 2013

These three blogas are the final in a series that present you the improvments that are comming to OpenGL support in Qt 5.1. In third article, we take a look at timer query objects which are part of desktop OpenGL. The fourth part focuses on OpenGL debug output, which is based on GL_KHR_debug extension. The fifth blog brings a short look into the future beyond Qt 5.1, and a terrain tessellation example with video.

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Triton Ocean SDK 2.1 simulates Beaufort and Douglas Sea Scales

Categories: Developers | Applications |

Apr 05, 2013

Sundog’s Triton Ocean SDK 2.1 now features OpenCL-accelerated waves using the most accurate wave spectral models available. This release adds the fastest, most realistic 3D ocean effects on the market to games and simulations. In addition to local wind waves, Triton 2.1 simulates the effect of swells from distant storms, all at over 100 frames per second. Rotor wash, ship wakes, impacts, spray, and foam effects are also included.

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GLFW 2.7.8 released

Categories: Developers |

Apr 05, 2013

GLFW is a library for portable OpenGL application development. It manages a window, OpenGL context, resolution switching, keyboard, mouse, joystick and time input, and more. Version 2.7.8 adds fixes for a few minor bugs on each platform, most notably the flashing window on Windows.

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New Intel SDK for OpenCL Applications provides tighter Integration with OpenGL

Categories: Developers |

Apr 03, 2013

The new update of the Intel HD Graphics driver provides tighter OpenCL-OpenGL integration with the implementation with new support for depth images and sharing of multi-sampled textures. These new implemented Khronos extensions extend interoperability with OpenGL and enable an OpenCL* image to be created from an OpenGL multi-sampled (known as MSAA) texture (color or depth). Intel released the new Intel SDK for OpenCL Applications 2013 that enable developers to take advantage of these new capabilities. The SDK is available as a FREE download.

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ARB_texture_gather OpenGL 4 for Mesa is published

Categories: Developers |

Apr 03, 2013

Chris Forbes’ newly-published patches on Sunday morning are for ARB_texture_gather, a feature mandated by OpenGL 4.0 and previously not tackled within the Mesa/Gallium3D world.

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OpenGL Insights authors Patrick Cozzi and Christophe Riccio discuss their book

Categories: Developers |

Apr 02, 2013

Watch Patrick Cozzi and Christophe Riccio discuss their book OpenGL Insights and why they wrote it.

Book Features

  • Covers intermediate and advanced techniques using OpenGL, OpenGL ES, and WebGL
  • Discusses mobile performance and streaming vertex buffers and textures
  • Presents rendering techniques, including shadows, tessellation, depth of field, and procedural shading
  • Describes framework design, including ANGLE, SceneJS, and SpiderGL
  • Provides an exhaustive OpenGL pipeline diagram and useful tips
  • Offers source code, demos, and other material on the book's website

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