OpenGL News Archives
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. After reading this 4th article in the series, you will understand the difference between the Scenegraph and the Framegraph and see their respective uses. For the more adventurous amongst you, pick up a pre-release version of Qt3D and start experimenting to see what the Framegraph can do for you.
Summary of techniques to stream data from CPU to GPU in OpenGL with focusing on new method called persistent mapped buffers.
The Khronos Group will be holding a number of sessions off-site during GDC week. There will be two sessions dedicated to discussing the Next Generation of Graphics and Compute API, as well as an OpenCL and WebGL meetup. These sessions will be taking place at SF Green Space (EEFG) just a few minutes walking distance from the Moscone center on Wednesday and Thursday. Registration is highly advised for the off-site sessions as space is limited and a good crowd is expected. Complete details are available on the Khronos GDC 2015 event page.
Substance 3D is a windows based application for rendering 3D photo realistic art using OpenGL. There are five OpenGL realtime visualization modes: Point clouds + skeleton, Soft (velvet-like), Dispersive (chromatic dispersion), Plaster (Ambient occlusion) and Specular (Global illumination). For optimal efficiency, Substance 3D uses multiple CPU-cores (if available) for GUI management, Shapes modeling calculations and Photorealistic rendering. As well, Substance 3D uses High Dynamic Range images (probes) as realtime lighting environment and can import up to 32 probes in its library.
Jellypie Software has release 3D Box Shot Pro V4, an OpenGL powered 3D rendering tool. The new version now feature 128 models per scene, collision detection between models, stacking models and copy and paste functionality. It’s now possible to build complex scenes quickly and easily. 3D Box Shot Pro V4 features an all new OpenGL rendering engine that can render 67mega pixel images in seconds.
OpenGL can now be used with biicode (a C/C++ deps manager, just like Maven and Maven Central for Java) in any C and C++ project from source code. Other people have been using it with pretty good results.
GLEW is a cross-platform (Windows, Linux, Mac, Unix) open-source C/C++ extension loading library for OpenGL. GLEW 1.12.0 fixes some bugs and adds support for new extensions.
The new version of Piccante, a C++11 multi-platform (windows, mac os x, and linux) open-source (MPL license v2.0) imaging library, is now out! The new version provides a better support for OpenGL 4.0 Core Profile and novel algorithms on the GPU: improved memory management, image operators, better image statistics via redux, exposure fusion, Drago and Reinhard tone mapping operators, push-pull, edge-aware filtering, etc.
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. Qt3D is built on top of OpenGL and OpenGL ES and provides a data-driven renderer configuration. One of the biggest driving factors behind the design of Qt3D 2.0 is the ability to configure the renderer in order to accommodate custom rendering techniques. In this blog post I will explain how to render a scene in Qt3D with shadows.
NVIDIA has provided a set of OpenGL and OpenGL ES examples illustrating various techniques and features to use in your own code. The GameWorks examples are aimed more at game developers, and run on Windows, Linux and Android. They are broken down by topic. The “NVIDIA Professional Visualization” set of examples are OpenGL based, and aimed more at the professional workstation developers. The repository is new, so expect more samples to be published soon. Linux support is being worked on. You can find the examples on Github.
GLFW is a library for portable OpenGL and OpenGL ES desktop application development. It manages windows, contexts, monitors and input. Version 3.1 adds improved documentation, support for custom cursors, file drop events, main thread wake-up, single buffered windows, fixes for a large number of bugs and more.
Have you heard about the next generation OpenGL initiative? Khronos Group is designing a ground-up, cross-platform API to enable direct access to modern GPUs. We think this is a pretty big deal and we are seeking community input on the name for this new API. Please take a few minutes to take our survey. Your input along with that of others will help guide the naming of this significant initiative.
Remember when mobile devices required you to compromise with a less-than-state-of-the-art OpenGL ES implementation? Those days are past; now you can develop for a mobile device with complete feature support for state-of-the-art OpenGL 4.5, no compromises or deprecation and all the NVIDIA OpenGL extensions available too. The latest Shield Tablet software upgrade 2.1 now includes full OpenGL 4.5 support.
NVIDIA announced the new Tegra X1 mobile processor. Both OpenGL 4.5 and OpenGL ES 3.1 are to be supported. Utilizing NVIDIA Maxwell architecture and with 256 GPU cores, a 64-bit CPU and 4K video capabilities.
G-truc has updated his OpenGL 4 hardware matrix. Available online in PDF format. It has been six months since the last update, nevertheless, the ecosystem hasn’t evolved so much with no change for Apple despite MacOSX 10.10 release; basically no change for Intel drivers; and just a handful of OpenGL 4.5 extensions for AMD.