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OpenGL News Archives

MeVisLab 2.2 offers extensible GPU Ray Caster

Jun 30, 2011 | Categories: Applications | Comments

The medical imaging and visualization platform MeVisLab now contains a full featured GPU Ray Caster for Volume Rendering, based on OpenGL and GLSL. The Renderer is fully extensible by the MeVisLab user, using a modular SuperShader approach (see SoShaderFunction module). The Volume Renderer supports: Directional Lights, Point Lights (with attenuation), Tone Shading, Silhouette/Boundary Enhancement, Tag/Mask Volumes, Multiple Data Volumes, Per Object shading, MIP/MIDA, LitSphere shading, Endoscopic rendering, First Hit ISO Surface Rendering and integration of opaque GL geometry. The MeVisLab SDK is a free download for non-commercial use. To get started with the ray caster, have a look at the SoGVRRayCastSettings module.

KlayGE 3.12.0 Released with Real-time Global Illumination

Jun 30, 2011 | Categories: Developers | Comments

KlayGE is a cross-platform open source game engine with OpenGL 4.1, OpenGL ES 2.0 and D3D11 support. In this new version, real-time global illumination is introduced to enhance visual quality.

AMD releases gDEBugger – an OpenCL and OpenGL debugger and memory analyzer

Jun 30, 2011 | Categories: Developers | Comments

AMD gDEBugger is an OpenCL and OpenGL debugger and memory analyzer integrated into Microsoft Visual Studio. gDEBugger offers real-time OpenCL kernel debugging, which allows developers to step into the kernel execution directly from the API call that issues it, debug inside the kernel, view all variable values across the different work groups and work items - and all this on a single computer with a single GPU. Chapter 4 Released - Entering the Third Dimension

Jun 27, 2011 | Categories: Developers | Comments

The book is up to four chapters now, the new chapter deals with the move from two-dimensional geometry in the previous chapters to three dimensional space.

OpenGL Time Queries in VSPLversion 0.2.0

Jun 27, 2011 | Categories: Developers | Comments

VSPL is a small library to provide profile information which can be displayed inside the application. It was designed for graphic applications and its really simple to add it to any application. Version 0.2.0 includes OpenGL Time Queries, hence it gets CPU and GPU time information.

NeoAxis Game Engine 1.0 is finally released!

Jun 27, 2011 | Categories: Developers | Applications | Comments

NeoAxis Group has finally released NeoAxis Engine 1.0. It took over six years for NeoAxis Engine to grow from a project being developed by a single enthusiast into a most innovative 3D development tool with an international team working on it. NeoAxis Engine is an all-purpose, modern 3D graphics engine for 3D simulations, visualizations and games, which uses OpenGL API for Mac OS X rendering. For further information read the press release.

NinevehGL had been released, 3D engine for iOS

Jun 27, 2011 | Categories: Developers | Comments

The NinevehGL is now online to download! It’s a FREE 3D engine for iOS working with OpenGL ES 2.0 programmable pipeline. Three Killer Features:

  • Imports 3D files from OBJ and COLLADA formats. NinevehGL doesn’t need plugins or special 3D formats to import your objects.
  • Automatically generates special effects like bump mapping, reflections, specular light, etc.
  • Made with pure Objective-C, the native language for iOS, following all the Cocoa Touch guidelines.

NinevehGL also offers full integration with Xcode and Interface Builder tool.

PixelLight 0.9.7-R1 released

Jun 24, 2011 | Categories: Applications | Comments

Version 0.9.7-R1 of the free open-source, cross-platform 3D application framework PixelLight has been released. The technology is using OpenGL as well as GLSL within it’s primary renderer. This release adds a script language independent script interface with support for global variables, global functions (C++ calls script and script calls C++), namespaces as well as RTTI objects (properties, attributes, methods, signals, slots). There’s a Lua script backend within the SDK and there are experimental plugins for other script languages available. To show the scripting in action, the application logic of the updated dungeon demo is now written within Lua scripts instead of C++.

Customizing of 3D Paper Models using OpenGL

Jun 15, 2011 | Categories: General | Applications | Comments

We have developed a prototype (client-server model) for creating custom 3D paper models using OpenGL. The client uses OpenGL for displaying a 3D object while the user can choose among several options to custom the paper model: surface color, edge color and thickness, and images used as stickers. The server computes a high quality paper model using OpenGL for multisampling, texture filtering and off-screen rendering.

Zodiac to unveil the new PowerUp OpenGL Module for tru2way

Jun 14, 2011 | Categories: Applications | Comments

Zodiac is set to announce their new PowerUp OpenGL Module for tru2way. The PowerUp OpenGL module provides a presentation engine that leverages and realizes the capabilities offered from next generation hardware chip sets currently being deployed in tru2way set-top-boxes. The Module includes a rich set of reusable graphical primitives, common management of graphical objects, highly optimized visual effects and animations, and support for complex and custom animations.

OpenSceneGraph 2.8.5 Release

Jun 14, 2011 | Categories: Developers | Comments

OpenSceneGraph is an open source OpenGL-based scene graph API for high-performance 3D rendering. The 2.8.5 release adds new features and enhancements to the stable 2.8.x release series, including more efficient uniform processing, support for the OpenGL texture multisample extension, and enhancements to several file format plugins. For further information read the press release, or to obtain the software go to the download page.

AMD announces gDEBugger OpenCL and OpenGL debugger for CPUs and GPUs in heterogeneous platforms

Jun 14, 2011 | Categories: Developers | Comments

AMD announced the new AMD gDEBugger release which provides developers with the ability to debug OpenCL kernels, running on AMD GPUs, and step through their source code while examining kernel variables and data. This product, which is a plug-in designed to work with Microsoft Visual Studio, includes all of gDEBugger’s previous features and capabilities.

Flight Simulation: Without OpenGL it’s not quite the same

Jun 10, 2011 | Categories: Applications | Comments

Project Magenta has been developing flight simulation avionics and systems for more than ten years and OpenGL is a core quality and selling point. Several thousand installations with Project Magenta are being used by flight training professionals, the aviation industry as well as hobby cockpit builders. The following products use OpenGL: all Glass Cockpit Software Flight Management Computer screens pmSystems Instructor Station General Aviation avionics. Having become the industry’s foundation in our own sector heavily relies heavily on using the industry’s foundation of high performance graphics.

ClanLib SDK 2.2.9 Released

Jun 10, 2011 | Categories: Developers | Comments

The ClanLib SDK has been updated, with a significant improvement in the speed of handling Layered (transparent) windows. Using rendered graphics obtained by glReadPixels from an offscreen opengl context, the output if transformed to ARGB8 suitable for UpdateLayeredWindow by using SSE2 in it’s own thread. A transparent fullscreen animated opengl GUI overlaying the desktop is now possible.

OpenGL Timer Query Tutorial @ Lighthouse3d

Jun 09, 2011 | Categories: Developers | Comments

In March, 2010, the Khronos group approved an extension to add timers to OpenGL. The version was 3.2. As of OpenGL 3.3 this functionality has become part of the specification. Profiling is an essential technique to truly understand how to improve the performance of an application. Being able to get time measurements is important both in the development stage as well as during run-time after the application has been released. OpenGL Timer Queries allows us to profile the GPU. i.e. to determine the amount of time it takes to execute a command, or sequence of commands in the GPU. This tutorial shows how to use the timer functionality, and describes a technique similar to double buffering to prevent the application from getting stalled while waiting for the query results.

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