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OpenGL News Archives

New Optimized OpenGL/Graphics Math (glm) for C - feedback requested

Jan 11, 2018

There is a new optimized OpenGL/Graphics Math for C. The original glm library is for C++ only (templates, namespaces, classes…). This new library is targeted to C99 but currently you can use it for C89 safely by language extensions. Almost all functions (inline versions) and parameters are documented inside related headers. Complete documentation is in progress. Feedback is welcome on the OpenGL forums.

Plumeria Smart Creator 3 Shows Off OpenGL with Physics

Jan 02, 2018

Plumeria Smart Creator 3.3 has been released. It features an error free visual programming experience with an infinite loop AI, a crash preventer, and a syntax error blocker. New to version 3.3 is a full 3D Physics motion engine with oriented bounding boxes and spheres. It also includes the Apple Attack Pack with three free games all made entirely in PlumeriaSC 3.3. Apple Attack, which has just been released, presents Grandma Smith who is trying to vacuum her apples from her apple trees before aliens destroy them.

Penn graphics students final project presentations today

Dec 11, 2017

Join Patrick Cozzi and his Penn graphics students final project presentations in a live stream December 11th at 5pm EST. There will be 19 4-minute presentations in total. Topics include rendering clouds, terrain, ocean, forests, weather, VR, voxels, ray marching, and more. A complete list of projects can be found online here.

Vivid3D - Modern OpenGL4.5 / OpenTK C# open-source 3D Engine.

Nov 02, 2017

Vivid3D is a modern 3D engines built with OpenTK/OpenGL4.5 and C#. It can import 30+ format types, has a built in advanced UI lib, and is in active development. You can join the project on source-forge if you wish to help continue it’s development.

Mastering the Khronos Blender glTF 2.0 Exporter webinar

Oct 24, 2017

The Khronos Group is presenting Mastering the Khronos Blender glTF 2.0 Exporter webinar. Open to all, the webinar will be held online on October 24th at 10am PT. This 1-hour webinar will be presented by the people who developed the exporter, and we’ll of course end with a Q&A session. glTF 2.0.

Anyone interested in a Vulkan-OpenGL Khronos Chapter in Bremen?

Oct 17, 2017

Looking for like-minded people, sharing knowledge and ideas on current and future graphics technologies including Vulkan and OpenGL. If enough people are interested an official Khronos Chapter will be founded in Bremen. Please join if you are interested.

NVIDIA releases Linux Graphics Debugger 2.2 for OpenGL

Oct 17, 2017

Linux Graphics Debugger is a 3D graphics development tool that allows developers to debug and profile OpenGL 4.x on Linux. NVIDIA® Linux Graphics Debugger version 2 is now available with many new features and improvements.

OpenGL Hoodie now available

Sep 26, 2017

OpenGL Hoodie

In addition to the OpenGL t-shirts available for purchase online, a new OpenGL Hoodie has been introduced. Buy your hoodie today!

Nsight Visual Studio Edition 5.4 now available

Sep 05, 2017

NVIDIA Nsight Visual Studio Edition for Microsoft Visual Studio allows you to build, debug, profile and trace heterogeneous compute, graphics, virtual reality, and UWP applications built with CUDA C/C++, OpenCL, DirectCompute, Direct3D, Vulkan, OpenGL, OpenVR, and the Oculus SDK.  Check out the OpenGL frame debugging, the new Range Profiler for instant GPU bottleneck analysis, and all the new features.

Possible OpenGL 4.6 real-time ray tracing and with polygons? Yes!

Aug 28, 2017

Around 2 years in development experimental real-time ray tracing, with polygons and OpenGL 4.6. Used mostly compute shaders. However, the project is very actively changing and developing. At moment in refactoring stage.

New OpenGL 4.6 C++ wrapper - Diamond GL

Aug 28, 2017

Looking for a C ++ wrapper for OpenGL? This new young wrapper is currently under heavy development. A similar library is also being developed for WebGL (tygl). Includes: STD library support, GLM library support, Support for “C ++ 14” and Visual Studio.

SilverLining 5.0 SDK Simulates Storm Clouds in OpenGL

Aug 18, 2017

Sundog Software released version 5.0 of the SilverLining Sky, 3D Cloud, and Weather SDK, featuring support for OpenGL 2.0 through 4.5. SilverLining is a C++ library that simulates real-time skies for any given time, location, and weather conditions. It implements a variety of volumetric rendering techniques to represent many different 3D cloud types in a physically realistic manner from any angle, while maintaining high frame-rates. SilverLining 5 introduces new hand-modeled storm clouds suitable for use in flight simulators. Large, natural-looking cumulonimbus thunderheads and towering cumulus clouds in various stages of development are included. SilverLining integrates into any OpenGL application easily with simple calls to initialize, update, and draw its skies, clouds, and precipitation effects. Integration code for OpenSceneGraph is included. SilverLining is widely used in the training and simulation industry, and powers the popular “SkyMaxx Pro” add-on for the X-Plane flight simulator.

SIGGRAPH Highlights: OpenGL’s 25th, BOF Blitz Party, and News

Aug 18, 2017

In early August the Khronos team was at SIGGRAPH in Los Angeles, where we celebrated OpenGL’s 25th anniversary at the BOF Blitz Party. We also announced a new website, as well as OpenGL 4.6, a growing glTF ecosystem, and the Vulkan Portability Initiative. Learn more about BOF Blitz.

Pro Tip: Linking OpenGL for Server-Side Rendering

Aug 18, 2017

Visualization is a great tool for understanding large amounts of data, but transferring the data from an HPC system or from the cloud to a local workstation for analysis can be a painful experience. Analyzing and visualizing data right where it is generated and using server-side rendering lets you deliver high quality visual content to any client hardware. Whether it’s a DGX station or a smartphone. With the arrival of EGL, taking advantage of OpenGL on a headless server has become even simpler, making it unnecessary to run an X server or any other tools. Slight modifications to your OpenGL context management code using EGL functions is required as described in this post.  Using EGL also requires you to link your application to different libraries. This post from NVIDIA is about how to correctly link a modern OpenGL application.

Complete OpenGL 4.6 Core Profile Wrapper for C++11

Aug 15, 2017

Looking for complete set of C++11 classes to wrap OpenGL 4.6 that relies on modern Direct State Access (DSA) usage?  Try Ali Can Demiralp’s wrapper on github.com based on GLEW 2.1.  Also supports CUDA interoperation and GLM for OpenGL Mathematics.

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