OpenGL News Archives
Ortho Studio is a dedicated orthodontic software package used to make the teeth treatment, virtual setup and clear aligner, using high-quality 3D data of patient’s cases scanned with Maestro 3D Dental Scanner.
The OpenGL 4.2 specification brings several API improvements as well as exposes some important pieces of hardware functionality. This presentation covers the newly introduced features in the OpenGL 4.2 specification as well as an update on my OpenGL 4.2 forecast.
This is the 28th installment in a series dedicated to promote OpenGL development on Linux with a focus on OpenGL 3.3 and beyond. The tutorial explains how to implement a particle system using the new feature of transform feedback in OpenGL 3.x.
Neil Trevett, president of The Khronos Group met with Japanese media at SIGGRAPH 2011 to talk about recent OpenGL 4.2 announcement and momentum of the OpenGL advantage over DirectX.
Introducing an OpenGL based cloth simulation code base. We implement all of the existing cloth simulation algorithms in as simplistic an approach as possible so that learners may know exactly what is needed to get a cloth simulation system up and running in OpenGL with a minimum of fuss. OpenCloth project has been initiated with a view that it may help beginners and researchers alike to implement the basic algothims for cloth simulation using OpenGL API. It is not intended as another library that you can plugin into your game engine directly. Rather, you can learn from it and then implement a technique or two in you own game/physics engine. With a little bit of effort, it should be straight forward to implement the discussed algorithms on other platforms and Graphics API. Focus is on how to handle the bare minimum required to implement the techniques. Rather than wrapping code into classes, we implement the whole code in a single source file.
The version 0.9.8 of the free open-source, cross-platform 3D application framework PixelLight has been released. It’s been one year since the first public release and nearly 9 years since development start on September 16, 2002. The technology is using OpenGL as well as GLSL within it’s primary renderer. Applications, including their life cycle, are now controlled by frontends. The SDK includes four frontends: One for PixelLight’s own GUI system, a lightweight native OS frontend, one for the UI framework Qt and a null frontend without any GUI involved used for example when only rendering into background buffers.
The online OpenGL Reference pages have been updated to OpenGL 4.2.
Drawing effects that need to store multiple data elements per-pixel is not an easy task, when you consider an architecture as rigid as highly parallel GPU subsystem. It is even more so, when you want to put irregular number of data elements (e.g. fragments) per-pixel. Current methods often suffer from the low performance pitfalls of non-regular memory references. See how d-buffer storage scheme can help composing your multiple, irregular in terms of per-pixel count fragments into hardware friendly regular data structure. All with the help of GL_ARB_shader_image_load_store, GL_ARB_shader_atomic_counters or simply core OpenGL 4.2.
The presentations slides from SIGGRAPH 2011 Khronos Group OpenCL and OpenGL BOFs are now available online.
GLFW is a portable library for OpenGL application development. It manages windows and OpenGL contexts, resolution switching, keyboard, mouse, joystick and time input, and more. Version 2.7.2 adds support for OpenGL 3.2 core profile contexts on OS X Lion and fixes a number of bugs in the Cocoa port.
From the creator of the series “All About OpenGL ES 2” and author of NinevehGL Engine (Free 3D engine for iOS), arrives a new tutorial about OpenGL Shaders. This is the first of three and brings the basic concepts about shaders for beginners, treating concepts like Normals and Tangent Space, differences between per-vertex and per-fragment lights and explaining in-depth what the shaders are. The next tutorials of this series will show how to calculate the complex lights, reflections, bump mapping and more.
AMD released a beta driver for the OpenGL® 4.2 API specification just announced by the Khronos Group this week. The new AMD Catalyst™ Beta package for the OpenGL 4.2 API is available for download for use with the Windows 7, Windows Vista, Windows XP and Linux operating systems.
Version 7.11 of free and opensource OpenGL implementation gets very close to meet OpenGL 3.0 requirements, but there is still work to be done in bringing up GLSL 1.30 support, depth format cube textures, GLX_ARB_create_context, and various other features. Mature Intel Sandy Bridge and preliminary support for Ivy bridge has been added. AMD Llano Fusion graphics and Radeon HD 6900 “Cayman” are now supported.
The glloader, a subproject of Klay Game Engine, is an OpenGL extension loading library. It supports OpenGL core 1.0 to 4.2, OpenGL ES core 1.0 to 2.0, as well as WGL, GLX, EGL and other GL/GLES extensions. The glloader also includes a datebase of all entries, tokens and typedefs in GL/GLES in XML format.
Looking for detailed information about OpenGL 4.2? A review written for OpenGL programmers is available, all features described one by one.