OpenGL News Archives

GLUS for OpenGL 3.x and one more OpenGL 3.2 example program released

Jan 29, 2010 | Categories: Developers | Comments

The nopper.tv website has updated the OpenGL 3.2 and GLSL 1.50 example programs and added one more example program (Geometry Shader). Also, GLUS is introduced and used. GLUS in an OpenGL 3.x helper library, useful for rapid prototyping.

TNGViewer 1.1.1.485 adds multithreaded movie export

Jan 26, 2010 | Categories: Applications | Comments

Immaginaria Ltd is happy to announce an update to TNGViewer, featuring support for exporting QuickTime movies from a dedicated thread. The main thread prepares OpenGL frames that are encoded separately, resulting in improved movie export performance and smoother user navigation during export. This release also fixes several issues with some Intel chipsets, plus an issue with the ESC key not exiting fullscreen mode reliably. Finally, a serious regression was fixed in the companion TNGPlayer plugin on Windows with most Web browsers.

ATI Radeon E4690 MXM for high performance OGL 3.1 graphics & HD video on embedded systems

Jan 25, 2010 | Categories: Processors | Comments

The ATI Radeon E4690 MXM 3.0 is designed for compute intensive, embedded applications such as digital signage, image recognition, signal processing and surveillance, radar processing, target acquisition, synthetic vision, medical imaging, and more. It supports OpenGL 3.1 as well as DX10.1 with 320 stream processors, 512MB of on-chip memory, 128-bit memory interface and ATI’s UVD 2.0.

AMD GPU PerfStudio 2.1 now supports OpenGL 3.0 and DirectX11

Jan 20, 2010 | Categories: Applications | Comments

AMD announces the release of GPU PerfStudio 2.1 with new support for debugging and optimizing DirectX11 and OpenGL 3.0 graphics applications. GPU PerfStudio 2.1 incorporates an API Trace viewer, Frame Debugger, and powerful Frame Profiler to make it a versatile and effective debugging tool for the graphics developer.

Uniform Buffers VS Texture Buffers by Daniel Rákos

Jan 19, 2010 | Categories: Developers | Comments

OpenGL 3.1 introduced two new sources from where shaders can retrieve their data, namely uniform buffers and texture buffers. These can be used to accelerate rendering when heavy usage of application provided data happens, such as a skeletal animation, especially when combined with geometry instancing. The functionality has been in the core specification for about a year now, and there are few demos out there to show their usage. As such, there is a lot of confusion about when to use them and which one is more suitable for a particular use case. This article is an attempt at clearing up any confusion, and hopefully will show in a simple manner, which buffer should be used for your needs.

ATI Stream OpenCL Technical Overview Video Series

Jan 18, 2010 | Categories: Developers | Comments

AMD Developer Centeral has posted the ATI Stream OpenCL Technical Overview Video Series. The series of 5 videos provides ATI Stream developers an overview of the OpenCL API and OpenCL C programming language.

Here is a summary of the videos by AMD's Justin Hensley:

  • Video 1: What is OpenCL? (7:44)
  • Video 2: What is OpenCL? (continued) (6:37)
  • Video 3: Resource Setup (11:06)
  • Video 4: Kernel Execution (13:00)
  • Video 5: Programming with OpenCL C (17:59)

Lightsprint SDK 2010 brings new OpenGL renderer

Jan 18, 2010 | Categories: Applications | Comments

Lightsprint released Lightsprint SDK 2010, global illumination solution for games and 3d visualizations. New version brings out of the box support for 3 game engines and 60 file formats including COLLADA, new faster OpenGL based renderer, realtime scene manipulation, simplified integration and samples doing more in up to 5x fewer lines of code. Lightsprint is also pleased to announce new Lightsprint SDK licensee, French game studio VectorCell. Lightsprint SDK illuminates games based on Gamebryo 2.x and 3.x, Unreal Engine 3 and other engines, and also non-game visualizations. It renders global illumination in real-time, or bakes it into lightmaps, radiosity normal maps or ambient occlusion.

GLC_Lib 2.2 Alpha 2 out (Graphic library class on OpenGL API)

Jan 18, 2010 | Categories: Developers | Comments

GLC_lib is a C++ library for high performance 3D application based on OpenGL and QT4 GUI.

  • Built in 3D view manipulator (Track Ball, rotate table).
  • Designed to add user 3D view manipulator.
  • Provided 3D primitive (Point, Circle, Line, Polyline, Mesh, Box, Cylinder, Rectangle).
  • Designed to add user 3D prilmitive.
  • 3D format supported : o Collada V1.4 o 3DXML ASCII V3 and V4 o OBJ o 3DS o STL (ASCII and binary) o OFF and COFF
  • Material texturing with image file format supported by QT4.
  • Basic Shader support (GLSL). * Scene Graph with the support of Reference, Instance and Occurrence.
  • Non Convex polygon partitioning.
  • Static Level of detail support.
  • Pixel culling support.
  • Possibility to cache 3DXML in binary to speed up loading time.

SpiderGL: a Javascript 3D Graphics library on top of WebGL

Jan 18, 2010 | Categories: Developers | Comments

SpiderGL is a JavaScript 3D Graphics library which relies on WebGL for realtime rendering. The philosophy behind SpiderGL is : to provide typical structures and algorithms for realtime rendering to developers of 3D graphics web application, without forcing them to comply with some specific paradigm (i.e. scene graphs) nor preventing low level access to the underlying graphics layer (WebGL). Some of the features of the library include linear algebra, transformation stacks, interactors, typical geometric objects, GLUT-like event handling, complete support to WebGL objects configurable via options parameters and smart mechanisms for binding mesh vertex attributes, uniforms and samplers.

Imagination Technologies announces POWERVR SGX545 graphics IP core with OpenGL 3.2 and OpenCL 1.0

Jan 12, 2010 | Categories: Processors | Comments

Imagination Technologies announces the POWERVR SGX545. SGX545 will support OpenGL ES 2.x and OpenGL 3.2 to deliver class leading 3D graphics performance as well as support OpenCL 1.0 full profile capability which will enable mobile and embedded applications to take maximum advantage of the capabilities offered by these GPU APIs for both 3D graphics and general purpose applications.

ALT Software wins multi-million dollar OpenGL ES and OpenVG contract

Jan 12, 2010 | Categories: General | Processors | Comments

ALT Software, an embedded graphics leader won the contract to develop OpenGL ES and Open VG device drivers for POWERVR SGX graphics IP core in next-generation System on Chip processor designed for high performance in power constrained devices. ALT Software has been developing OpenGL and Safety-Critical 2D and 3D solutions since 1994.

8MonkeyLabs ‘Darkest of Days’ game for Windows runs on OpenGL

Jan 12, 2010 | Categories: Developers | Applications | Comments

Shortly after ‘Darkest of Days’ was released, Gamasutra.com gave 8MonkeyLabs the opportunity to post a postmortem on the making of the game. This is a great opportunity to see some of what is involved in the making of a 3D action game on todays technology. Released for Windows PC and XBox 360, Darkest of Days uses 8MonkeyLabs own proprietary Marmoset Engine, which in turn uses OpenGL, Physx, SpeedTree and OpenAL. Costing $1.7M and taking three and a half years to develop, Darkest of Days contains roughly 200,000 lines of source code. The complete postmortem can be read online at Gamasutra.com.

Wolfire Games: Why you should use OpenGL and not DirectX

Jan 08, 2010 | Categories: General | Developers | Comments

Wolfire Games develops innovative, independent games for Linux, Mac OS, and Windows. In this article they explain why they are using OpenGL as their computer graphics API standard of choice, instead of the competing Direct3D. In essence they chose OpenGL because it is open, it supports cross-platform development, and is more powerful. In the end they ask game developers to do their own research and not just go with what marketing has to say, before choosing the API.

Voreen 2.0 using OpenGL and GLSL for GPU-based rendering has been released

Jan 05, 2010 | Categories: Developers | Comments

A new release of the Voreen volume rendering engine using OpenGL and GLSL for GPU-based rendering, is out now. Voreen 2.0 includes several new features and re-engineered code of some of the existing concepts. Among other things, native support for multiple view applications has been added by providing a multi canvas mechanism as well as supporting linking between properties. Furthermore, improved volume handling, a better serialization framework and several new processors have been added. Additionally, developing your own processors became more easy. Many of the new concepts are now demonstrated in the new tutorial video section.

OpenCSG 1.2.0 image-based CSG renderer with improved FBO support

Jan 05, 2010 | Categories: Developers | Comments

OpenCSG is an OpenGL API-based library for doing image-space rendering of shapes made up by constructive solid geometry (CSG). The new version 1.2.0 contains several improvements and bug-fixes for the rendering path using frame buffer objects, which is now the default rendering path.

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