OpenGL News Archives
Nowadays comprehensive testing is a must for any software product. However, it isn’t such a general rule when it comes to graphics applications. Many developers face difficulties when they have to test their rendering codes. Manual tests and visual feedback is sometimes satisfactory but if one would like to have automated regression tests usual approaches seem to fail. Even if at first sight unit testing of rendering code doesn’t look really straightforward, in fact it is. OpenGL is not an exception from this rule as well. In this article I would like to briefly present a few methods how to unit test OpenGL rendering code and also present my choice and the reasons behind the decision.
After the tremendous success of the first seven entries to the ShaderX book series, and the upcoming success of the GPU Pro book, we are looking for authors for GPU Pro 2. The upcoming book will cover advanced rendering techniques that run on the DirectX and/or OpenGL run-time or any other run-time with any language available. It will include topics on: Geometry Manipulation; Rendering Techniques; Handheld Devices Programming; Effects in Image Space; Shadows; 3D Engine Design; Graphics Related Tools; Environmental Effects and a dedicated section on mathematics used in graphics programming. Proposals are due by May 17th, 2010. Contact information, an example proposal, writing guidelines and a FAQ can be found at http://gpupro2.blogspot.com/.
ATI just released Catalyst 10.2. Along with improved OpenGL and OpenCL support, Catalyst 10.2 adds 3 new OpenGL extensions. The AMD blogs are promising this is just the first wave of updates to their driver suite.
The Khronos family of websites has a lot of technical information on OpenCL and their technologies. For those who are less technically savvy, this can be frustrating at times. The fine folks over at Develop3D have posted a great article explaining in some detail what OpenCL is, how it applies to the business sector and the manufacturing sector, and of course, how it can help you.
The nopper.tv website has updated the OpenGL 3.2 and GLSL 1.50 examples by adding source code for Linux computers.
Immaginaria Ltd. is happy to announce an update to TNGViewer, featuring improved OpenGL compatibility for automatic texture mipmaps generation: a new option in the Preferences->General tab chooses between the SGI and the EXT mipmaps generation methods; the former is now the default. Furthermore, system compatibility has been vastly improved on Windows 7 and Mac OS X Tiger. Finally, this release fixes several caching issues in Top Scenes, and provides close-up thumbnail inspection with the right mouse button.
Drishti is a volume exploration and presentation tool using OpenGL Shading Language shaders and 3D textures. Version 2.0 provides new functionality and allows for large (2K^3) volume exploration even on 32-bit systems. Linux and MacOSX executables will be available shortly. Windows executables and source code are available for download from the google code site.
Packt Publishing is looking for Open Source Graphics enthusiasts with an interest in writing to become authors for their Open Source Graphics range. No previous writing experience is necessary, just expert knowledge and a passion for the subject. Complete details are available on the Packt website.
Graphic Remedy announced the release of gDEBugger version 5.5, an OpenGL and OpenGL ES debugger and profiler which runs on Windows, Linux, Mac OS X and the Apple iPhone. New in this version is a powerful AMD GPU performance counters integration, displaying AMD graphic hardware and driver performance counters in gDEBugger’s Performance Graph and Performance Dashboard views, allowing developers to optimize their application.
Graphic Remedy announced the upcoming release of gDEBugger for OpenCL, a real-time OpenCL debugger, performance analyzer and computing memory optimizer. gDEBugger CL will allow OpenCL based application developers to enjoy advanced debugging, profiling and memory analysis capabilities, helping them reduce development time, deliver high quality applications and significantly improve parallel computing performance. For more information and for joining the gDEBugger CL Free Beta Program visit our website.
Sundog Software released version 1.95 of the SilverLining Sky and Weather SDK, used for physically-based visual simulation of the sky and 3D volumetric clouds in games, broadcast video, visualization, and training applications. This new release moves SilverLining to GLSL shaders in OpenGL, increasing compatibility across video cards from different manufacturers. It also introduces support for high-dynamic range (HDR) applications, rendering the sky and clouds in raw units of kilo-candelas per square meter when HDR mode is enabled. Lens flare effects, support for legacy compilers, and various visual quality improvements are also added in version 1.95.
Seac02 LInceoVR 3.3, now supports realitme opengl GPU based raytracing in augmented reality mode, new improvement in standard Opengl mode, realtime shadows or every GPU, and added support to realtime video texure, free trial and free student available.
star3map is an augmented reality star and planet charting app for the iPhone 3Gs. It uses your phone’s global position, compass, accelerometer, and the current time to display an image of the sky in whatever direction you point your phone. The full source is available. Some of it under GPL, but the r3 library uses a BSD style license, and it includes Sean Barrett’s truetype and image loading code which is public domain.
Immaginaria Ltd. announced a major update to TNGViewer, featuring cache and navigation enhancements to the Top Scenes option. OpenGL thumbnails are now kept updated with respect to their original files’ modification dates every time a scene is opened. Non-native content (e.g. Autodesk, LightWave) is now cached as native TNG 3D scenes for instantaneous import, and it is kept updated just like OpenGL thumbnails. Furthermore, the Top Scenes option can now be scrolled via the mouse wheel, providing access to the entire Open Recent list. Finally, the preferences dialog contains options to configure all the new features, as well as an option to turn on or off multithreaded QuickTime movie export.
Here is an article that explains the current state of hardware tessellation on Radeon graphics cards and how to use it in OpenGL. A demo showing tessellation in real time is provided.