OpenGL News Archives
gl3w offers an easy way to get your hands on the functionality offered by OpenGL 3/4 core profile specification. It consists of a simple Python 2.6 script that downloads the Khronos supported gl3.h header and generates gl3w.h and gl3w.c from it. The resulting files can then be included and statically linked into your project.
The OpenGL Extension Wrangler Library (GLEW) is a cross-platform open-source C/C++ extension loading library. GLEW provides efficient run-time mechanisms for determining which OpenGL extensions are supported on the target platform. OpenGL core and extension functionality is exposed in a single header file. Version 1.5.4 adds support for OpenGL 3.3, OpenGL 4.0 and new vendor, EXT and ARB extensions.
GLSW is a tiny set of safe ANSI C functions that makes it easy to group shader strings into simple effect files. GLSW automatically prepends #line for proper error reporting.
The NeoAxis Group has releases a new version of it’s NeoAxis Game Engine. The new features are among others support for 3Dc texture format, automatic generation of True Type fonts, better Stencil Shadows and an update for the web player to version 1.2. Additionally the exporters are enhanced and now support blending skeletal and morph animation. For the next release the team plans to release MaxOSX support and implementation of parallel split shadow maps.
AMD today introduced 4 new additions to its next-generation ATI FirePro family - the FirePro V7800, FirePro V5800, FirePro V4800, and FirePro V3800. Together with the the previously announced FirePro V880, AMD now offers professional graphic accelerators with OpenGL 4, OpenCL, DX11, Eyefinity multi-display support and as much as double the performance of previous models, at every price point.
GLC_lib is a C++ library for high performance 3D application based on OpenGL. GLC_lib 2.0 can handle very large DMUs (Digital MockUps) to create fast free multi platform OpenGL 3D viewers. Some of the new features include: Frustum Culling with OpenGL frustum Plane extraction; space partitioning using Octree; ability to save all supported 3D Formats in a 3DXML ASCII V4; built in 3DWidget; built in Plane sectioning with easy and powerfull manipulation tools. Supported file formats include COLLADA, 3DXML ASCII V3 and V4, OBJ, 3DS, STL (ASCII and binary), and OFF and COFF.
Philip Rideout explores how to use Lua as a way of organizing GLSL shader strings, with plenty of code samples. Philip discusses tricks like auto-insertion of #line for proper error reporting.
NVIDIA is looking for submissions from industry and academia. The submission should be about your work using the GPU for computing or graphics, and can be completed or currently in progress. The deadline is June 1st 2010. Complete details can be found on the NVIDIA website.
The EMotion FX v3.9 contains improved OpenGL support, HDR, advanced lighting and post processing effects using GLSL, efficiency improvements, some new features and provides support for the Autodesk Max 2011 and Autodesk Maya 2011. Visual Studio 2010 is also supported. “This new version of the EMotion FX SDK is one of a series of technical and commercial announcements that we’ll be making over the next couple of months said ” John van der Burg, Development Director of MysticGD. He added “EMotion FX’s Animator user community can look forward to a new Artist tool in the short term”.
A new tutorial is in the works at Durian Software. Aimed at being a clean tutorial which skips legacy code, it currently covers OpenGL 2.0 while avoiding discussion about any API calls that are deprecated or removed in OpenGL 3.0 or OpenGL ES. For the sake of the tutorial it is assumed you already know C, have a basis of Algebra and geometry, with little or no OpenGL exposure. Feedback to the author is also requested.
NVIDIA is proud to announce the immediate availability of OpenGL 4 drivers for Linux as well as OpenGL 4 WHQL-certified drivers for Windows. Additionally, support for eight new extensions is provided:
- ARB_texture_compression_bptc – provides new texture compression formats for both fixed-point and high dynamic range floating-point texels.
- EXT_shader_image_load_store - allows GLSL- and assembly-based shaders to load from, store to, and perform atomic read-modify-write operations to texture images.
- EXT_vertex_attrib_64bit - provides OpenGL shading language support for vertex shader inputs with 64-bit floating-point components and OpenGL API support for specifying the value of those inputs.
- NV_vertex_attrib_integer_64bit - provides support for specifying vertex attributes with 64-bit integer components, analogous to the 64-bit floating point support added in EXT_vertex_attrib_64bit.
- NV_gpu_program5 - provides assembly programmability support for new hardware features provided by NVIDIA’s OpenGL 4.0-capable hardware in vertex, fragment, and geometry programs.
- NV_tesssellation_program5 - provides assembly programmability support for tessellation control and evaluation programs.
- NV_gpu_shader5 - provides a superset of the features provided in ARB_gpu_shader5 and GLSL 4.00. This includes support for a full set of 8-, 16-, 32-, and 64-bit scalar and vector integer data types, and more. Additionally, it allows patches (as used in tessellation) to be passed on to the geometry shader, used as input to transform feedback, and rasterized as a set of control points.
- NV_shader_buffer_store – extends the bindless graphics capabilities of the NV_shader_buffer_load extension. This extension provides the ability to store to buffer object memory, and to perform atomic read-modify-write operations, using either GLSL- or assembly-based shaders.
The official feedback thread is available in the OpenGL Discussion Forums. The drivers and extension documentation can be downloaded from http://developer.nvidia.com/object/opengl_driver.html
NVIDIA Parallel Nsight brings GPU Computing into Visual Studio 2008. Debug, profile, and analyze GPU code using standard workflow and tools. Parallel Nsight will support CUDA C, OpenCL, DirectCompute, Direct3D, and OpenGL. Parallel Nsight is powerful plug-in that allows Microsoft Visual Studio programmers to develop for both GPUs and CPUs within a single development environment.
An update of the OpenGL Samples Pack 3.3 is available. OpenGL Samples Pack is a collection of OpenGL 3.3 samples to document how to use the OpenGL API. This update catches up with some of the main features of OpenGL: uniform buffer, transform feedback and instanced array.
Boris FX, the leading developer of integrated effects technology for video and film, today announced Boris Continuum Complete 7 AE (BCC 7 AE). BCC 7 AE brings over 200 filters to Macintosh and Windows versions of Adobe After Effects and Premiere Pro CS5, CS4, and CS3. The new release features 11 new filters including a 3-way color grade filter with built-in keying and masking tools, a new video noise reduction tool, a spline-based warp filter, an audio-driven keyframe generator, a new OpenGL particle engine, and still and video morph technology. Each Boris Continuum Complete filter has been re-engineered to take advantage of 64-bit processing and OpenGL acceleration.
Immaginaria Ltd is proud to announce a major update to TNGViewer, featuring support for the Open Asset Import Library, which provides access to several different 3D file formats. These include modo .lxo, DirectX .x, Stanford Polygon Library .ply, Stereolithography .stl, Object File Format .off and many more. importing COLLADA .dae files is also much improved; previously supported types such as 3D Studio .3ds, Alias|Wavefront .obj and so on are imported better as well. File formats that contain keyframe and skinning animation use dynamic OpenGL VBOs for performance. Furthermore, a fallback Direct3D 9 renderer is available on Windows, on any machine without decent OpenGL drivers. Finally, several interface and display issues have been fixed on Windows and Mac OS X.