OpenGL News Archives
Google announces ANGLE engine passes the rigorous OpenGL ES 2.0 test suite and has been certified as a compliant GL ES 2.0 implementation. Thanks to continued work from Transgaming, in collaboration with Google engineers and other contributors, ANGLE now allows OpenGL ES to be run on Windows without the need for OpenGL drivers. Firefox is already using ANGLE to render WebGL content on Windows. ANGLE is an open-source standalone library. “We hope WebGL developers and implementors will continue to join us in making ANGLE, and the open web platform, successful.” said Vangelis Kokkevis, Software Engineer at Google.
Sundog Software released a major update to its SilverLining sky, cloud, and weather rendering SDK that includes substantial performance and visual improvements. SilverLining 2.3 takes full advantage of GLSL fragment shaders in OpenGL 2.x, 3.x, or 4.x to perform real-time ray-casting of volumetric stratocumulus clouds at 100+ frames per second with per-pixel lighting. SilverLining renders real-time skies, clouds, and precipitation for any given time, location, and conditions for OpenGL developers on Windows, MacOS, and Linux. Visit Sundog’s website for screenshots, videos, demos, and an evaluation SDK.
Doom 3 source code has finally been released by Id, and is available now on Github. Doom 3 modified source code was slightly delayed due to an issue with the shadow volumes algorithm used, which is owned by Creative.
The DiSTI Corporation launched a new package of its award‐winning GL Studio software toolkit that streamlines the creation of interfaces for enhanced embedded applications. Without compromising performance or fidelity, GL Studio ES (Embedded Systems) enables a seamless transition from prototyping, to testing and to the deployment of graphical interfaces on embedded systems. Current GL Studio users now have the option to extend their existing interface designs into the embedded domain with a single unified code base. A PDF of the full news release is available on the Disti News site.
This is the 32nd installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial demonstrates how to improve mesh management using vertex array objects.
This paper describes a method for blending detail textures over terrain. Instead of using masks to define how much each texture to blend into a given fragment of the terrain the color of the base texture is used. A color is assigned to each detail map used, for example some shade of green for grass, a shade of brown for soil, gray for rock and so on. Then, when rendering the terrain, at each output fragment each detail map is blended with a contribution inversely proportional to the ‘distance’ of the base texture color from the color assigned to the detail map in question. This paper comes with GLSL code samples.
Sundog Software has released a new revision of the Triton Ocean SDK, featuring support for sloping shorelines and particle-based spray effects. Using OpenCL and OpenGL together, tens of thousands of waves with tens of thousands of particles are rendered at hundreds of frames per second. Triton supports flat and geocentric coordinate systems, rendering open ocean and shallow water scenes with ship wakes as well. Triton is compatible with OpenGL 2.x - 4.x, as well as with other technologies. A free demo, evaluation SDK, videos, and images are available on our website.
The Khronos Group announced the ratification and public release of the OpenCL 1.2 specification, providing enhanced performance and functionality to the industry-standard for heterogeneous, high-performance computing. A new conformance test suite was also made available to the developer community. New features in OpenCL 1.2 include seamless sharing of media and surfaces with DirectX® 9 and 11, enhanced image support, custom devices and kernels, device partitioning and separate compilation and linking of objects. The OpenCL 1.2 specifications, online reference pages and reference cards are all available on the Khronos website.
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. New tutorials in this version include: - Texture filtering, of all kinds - Maintaining a linear color pipeline and sRGB textures/framebuffers.
The Second Edition of the book Graphics Shaders: Theory and Practice has just been released. This includes elements of OpenGL 4.x, including tessellation shaders. This edition is over 100 pages longer than the first edition, and includes new material plus more examples and exercises for students.
The Khronos Group will be holding an OpenCL DevU at SC11 in Seattle Washington. Please join the Khronos Group to learn the latest about OpenCL—including a significant announcement—and pick up a free reference card! The DevU will be held on Wednesday, 16 November 2011 between 5:30pm and 7:00pm in room TCC 101.
The Khronos Group is globetrotting in high gear to showcase Khronos technologies; including stops in Seattle, Daegu, Tokyo, Yokohama and Hong Kong. If you “just happen to be in the neighborhood,” we cordially invite you to drop by for a visit to learn more about our APIs. A complete schedule is available online.
The AMD Firepro V4900 is essentially a workstation version of the firm’s Radeon HD 6670 with drivers certified on CAD applications such as Autodesk. The Firepro V4900 has 400 stream processors, 1GB of 128-bit GDDDR5 RAM and support for Microsoft’s DirectX 11, OpenGL 4.2 and OpenCL.