OpenGL News Archives
The Open Toolkit is a free, cross-platform OpenGL/OpenAL wrapper for C# and other .Net/Mono languages. This release introduces OpenGL 3.1 support, improves the type-safety of the 3.0 bindings and enables automatic error checking for OpenGL.
The new ATI FirePro V7750 offers 1 GB frame buffer, OpenGL 3 support, 2 Display-Ports, 30-bit graphics pipeline, GPGPU support and more. But the got-to-have-it news is the price of $899
Mesa is a free and open-source implementation of the OpenGL specification. Mesa 7.4 is the latest stable release and implements the OpenGL 2.1 API and brings support for GLSL version 1.20. Intel DRI drivers now use GEM and DRI2.
AMD showed off OpenCL-accelerated Havok gaming physics at the 2009 Game Developers Conference.
Ardor3Ds Development team is proud to announce the 0.4 release of their API. This new release features many new API enhancements as well as improvements to process to make it easier to develop with the technology.
Algoryx Simulation AB, Umeå, Sweden, today announced the release of Algodoo - Phun Edition for download. Algodoo is a 2D-simulation environment for creating interactive scenes in a playful, cartoony manner, making use of the physics that we use to explain our real world. It utilizes OpenGL for eye pleasing cartoon style rendering of physics simulations. The Phun Edition is free for personal non-commercial use and is a substantially updated version of its popular precursor, Phun 2D Physics Sandbox.
NVIDIA is committed to the rapid adoption of OpenGL 3.1 - beta drivers available now
NVIDIA is committed to the rapid adoption of OpenGL 3.1 and we are proud to release our beta drivers on the same day as the specification itself. Drivers for both the Windows and Linux platforms are available and can be downloaded here.
The Khronos™ Group announced it has publicly released the OpenGL® 3.1 specification that modernizes and streamlines the cross-platform, royalty-free API for 3D graphics. OpenGL 3.1 includes GLSL™ 1.40, a new version of the OpenGL shading language, and provides enhanced access to the latest generation of programmable graphics hardware through improved programmability, more efficient vertex processing, expanded texturing functionality and increased buffer management flexibility. OpenGL 3.1 implementations are expected shortly from multiple vendors. The new OpenGL 3.1 specification and more details are available here. The official OpenGL 3.1 Feedback thread is here.
Khronos is proud to announce the follow highlights in the upcoming Developers Sessions at GDC on March 24th 2009:
Streamlined OpenGL 3.1 Specification Released
Just nine months after OpenGL 3.0; Adds cutting-edge GPU functionality
OpenCL 1.0 Implementations Close to Shipping
Portable heterogeneous parallel computing; Seamless interop visual computing with OpenGL
OpenSL ES 1.0 Released for Cross-Platform Audio Processing
Extensive portable audio functionality; Enhances audio in the Khronos Mobile API Ecosystem
Khronos Launches Initiative for Accelerated 3D on the Web
Open call for industry participation and contributions; Project initiated by Mozilla
AntZero released V1.2 of its digital assets manager for Mac OS X (Windows version coming this summer) entirely based on the top of OpenGL. This application makes intensive uses of OpenGL for every visual processing going from video rendering to ultra fast user-interface navigation. Using OpenGL for rendering every single element of the software, from standard controls to media thumbnails, allowed AntZero to create a very polished and responsive user-interface, providing a unique user experience.
AMD has released OpenGL tessellation example source code for the AMD_vertex_shader_tessellator extension as well as sample OpenGL source code that illustrates how to create and display 10-bit per component surfaces. This code is specifically intended for developers building products targeting professional users of FirePro workstation cards.
Graphic Remedy will launch the first official version of gDEBugger Mac at this year’s Game Developers Conference, San Francisco, 23-27 March. On Tuesday March 24, gDEBugger Mac will be demonstrated, all day long, in the Khronos Developer University full-day tutorial area. Fully functional trial version of gDEBugger Mac is now available for download. gDEBugger is an OpenGL Debugger and Profiler. It traces application activity on top of the OpenGL API, lets programmers see what is happening within the graphic system implementation to find bugs and optimize OpenGL application performance. gDEBugger Mac brings all of gDEBugger’s Debugging and Profiling abilities to the OpenGL Mac OS X developer’s world. gDEBugger now runs on Windows, Mac OS X and Linux operating systems.
The German DelphiGL-Community is celebrating the 1000th article in its DGL-Wiki. The wiki was founded in the summer of 2004 and has become the internets largest German-speaking OpenGL reference. It started with German translations of the specification and the well known DGL-Tutorials were transferred later. Tips and tricks have been added and references of related topics like SDL and OpenAL have joined the wiki. The DGL Comunity recently added a free shader collection. If you still have questions, the nice and helpful DGL-community will answer them in the DGL forum in English or German. Congratulations to the entire Delphi OpenGL Community on this momentous occasion.
Big Nerd Ranch Europe, provider of intensive training classes for programmers, system administrators and web developers, announced new dates for OpenGL Bootcamp in Europe, featuring instructor Jay Anderson and his co-instructor Carsten Haubold, for April 20-24, 2009. This intensive five-day class at the old monastery Kloster Eberbach near Frankfurt, Germany is the fastest way to master the ideas and techniques of OpenGL programming by focusing on advanced level visualization techniques and elevating the materials beyond simply video game development instruction. You can view more information about this course on the Khronos website and on the Big Nerd Ranch website.
AMD’s Nick Haemel blogs about why OpenGL uses the extension process for adding new features. Simplified version: a new feature goes from Idea—> Vendor/ARB Extension—> Core OpenGL Specification, assuming hardware is capable. Extensions are proof-concept that lead to a core specification that is more stable and predictable.