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OpenGL News Archives

Call for Authors for upcoming OpenGL Insights book

It is with great enthusiasm that we invite you to contribute to OpenGL Insights, a book containing original articles on OpenGL, OpenGL ES, and WebGL techniques by the OpenGL community and for the OpenGL community: from game programmers to web developers to researchers. OpenGL Insights will be published by A K Peters Ltd. / CRC Press in time for SIGGRAPH 2012. Given the wide array of OpenGL platforms, from Mac desktops to Android phones to web browsers, we invite you to submit article proposals on all aspects of OpenGL development, including performance tuning, recent GL features/extensions, application architecture, vendor-specific techniques, WebGL, and interoperability with other APIs. We are interested in proposals based on your unique real-world experience using OpenGL.

May 26, 2011 | Read article... | Permalink

OpenGL powered SpaceChimp Engine enters alpha

Using OpenTK/GL internally, SpaceChimp is one of the few next gen 2D engines in existence. Featuring several fx such as bump mapping, per pixel lighting, and post fx such as bloom and volumetric lighting. All in 2D. 100% open source software, and free to use in commercial products.

May 26, 2011 | Read article... | Permalink

VSPL - Very Simple Profile Library

Optimization is a must in computer graphics applications, mainly in those devoted to real-time interaction, such as visualization and games. One possibility is to optimise everything that can be optimised, but this is in most cases a waste of time. There are segments in our applications that when optimised bring an overall gain in efficiency to our application, but this is not true for all segments. VSPL, a component of the Very Simple * Libraries, brings a profiler which you can display on top of your application using OpenGL. There are no dependencies whatsoever, and the only requirement to display the profile report on top of the application is a function to display a string. In OpenGL you can use VSFL, another component of the Very Simple * Libraries.

May 26, 2011 | Read article... | Permalink

New Visualization Library 2011.05 Delivers Extensive OpenGL 4 Support!

Visualization Library is an open source framework that allows the implementation of highly customized cutting edge visualization techniques based on OpenGL 4. This new release brings support to tessellation shaders (including a sample demo!), double precision uniforms, all OpenGL 4 texture types and formats, extensive support to framebuffer objects, several ready to use GUI bindings, plus lots of documentation and sample applications!

May 26, 2011 | Read article... | Permalink

OpenGL and GLSL blog in Turkish

A new OpenGL blog has turkish translations based on lighthouse3d, songho, and other OpenGL and GLSL sites. All Turks of the friends of OpenGL are invited to help improve the content of the site.

May 26, 2011 | Read article... | Permalink

Pervisim offers consulting and software development for visualization leveraging OpenGL

Pervisim is a new consulting and software development firm located in Cary, NC that specializes in 3D visualization applications. Recently completed and revived projects include mashup visualizations that create terrain visualizations in 3D pdf and molecular modeling using OpenGL.

May 20, 2011 | Read article... | Permalink

OpenGL Samples Pack released

The OpenGL Samples Pack contains 100 code samples covering a large part of the OpenGL 4.1 API, including some recent extensions. These samples doesn’t demonstrate rendering technique but provides very simple examples showing how to use modern OpenGL.

May 18, 2011 | Read article... | Permalink

VSFL – Very Simple Font Library

Text rendering is very useful to display information on top of a 3D world. VSFL aims at providing users with the ability to render bitmapped text in an OpenGL application using the core profile. With immediate mode gone in core OpenGL versions, so are the vast majority of font libs that worked with OpenGL. Immediate mode was terribly slow, and code wise very extensive. Vertex Buffers are clearly the way to go. This lib uses VAOs and vertex buffers to render text.

May 16, 2011 | Read article... | Permalink

RenderStream 21.6 Teraflop Servers and Workstations for OpenCL - OpenGL

RenderStream announced its AMD Radeon based 21.6 teraflop servers and workstations for OpenCL / OpenGL / Brooks based applications and product development. The workstations offer 1,536 stream processors and eight GPUs per system, which provide access to 12,288 cores and 21.6 TFLOPS of aggregate compute power. As an example from information security, the HD 6970 and HD 6990 based VDACTr8 evaluated over 45 billion solutions per second versus 18 billion for the GTX 580 based systems, depending on the implementation.

May 12, 2011 | Read article... | Permalink

Third part of an in-depth tutorial to OpenGL

The last part of this series about OpenGL and OpenGL ES on DB-Interactively blog. The other tutorials came with a sample project to iPhone/iPad and covered the most important concepts of OpenGL. This last tutorial comes with a lot of informations about how to make 2D applications using OpenGL. As well, this tutorial brings:

  • Multisampling
  • PVRTC and textures
  • Optimizations

Everyone is invited to tweet additional tutorial ideas to the author.

May 11, 2011 | Read article... | Permalink

Very Simple Matrix Library from Lighthouse3D

One of the features that was not selected to be part of the core functionality was matrix handling. Previously, OpenGL and GLU had functions that provided the means for easily setting the camera, defining projections, and performing geometric transformations on graphical objects. This lib aims at providing users with a functionality similar to the one available up to OpenGL 3.2. Those matrix handling functions served most purposes when programming graphics, and with this lib you can perform the same tasks in a very similar way using a core profile.

May 11, 2011 | Read article... | Permalink

OpenGL rendering framework Equalizer 1.0 released

This release introduces the Collage library, support for GPU compression plugins and an administrative API for runtime configuration changes. It culminates over 6 years of development and decades of experience into a feature-rich, high-performance and mature parallel OpenGL rendering framework and an object-oriented, high-level network library. This release introduces the Collage library, support for GPU compression plugins and an administrative API for runtime configuration changes. Equalizer and Collage are widely used by research laboratories, industrial applications and by enthusiast all over the world.

May 10, 2011 | Read article... | Permalink

Linderdaum Engine 0.5.99d released - FreeType support and internal web server

Linderdaum Engine SDK 0.5.99d is released. This release introduces two new major features web server with remote console and FreeType support. The engine now includes a simple HTTP server with a limited number of pages for remote debugging. The server’s main purpose is to allow remote debugging, e.g. on the embedded device with limited input capabilities. New text renderer class supports arbitrary single-language strings with left to right and right-to left characters. Linderdaum Engine is an open source purely object-oriented 3D gaming engine written in C++ and using OpenGL 3 and OpenGL ES 2 rendering APIs.

May 10, 2011 | Read article... | Permalink

OpenGL Graphics And Physics Framework released under LGPL Licence

A new OpenGL Graphics And Physics Framework is available online under LGPL Licence as a part of the well known German Windows OpenGL 3 tutorial series.

May 10, 2011 | Read article... | Permalink

Learning Modern 3D Graphics Programming

Learning graphics programming in the era of shaders can seem daunting. This website’s tutorials provide a firm foundation for understanding how to use modern shader-based hardware for graphics development. No prior graphics programming experience is expected. OpenGL v3.3 is used to demonstrate rendering techniques. Topics covered include:

  • Vertex transformations
  • Lighting, diffuse and specular, per-vertex and per-fragment.
  • HDR lighting and gamma correction.

May 09, 2011 | Read article... | Permalink