OpenGL News Archives
Version 0.9.10 of the free open-source, cross-platform 3D application framework PixelLight has been released. We’re using OpenGL as well as GLSL within our main-renderer and OpenGL ES 2.0 for Android. From this release on we officially support 64 bit. New developers joint the team and enabled us to do further bug fixing, stabilisation of the technology and to enhance the CMake based build system to make it easier to build PixelLight from it’s sources.
NeoAxis Group is pleased to announce that NeoAxis Engine and it’s SDK was updated to version 1.1. NeoAxis Engine is an all-purpose, modern 3D graphics engine for 3D simulations, visualizations and games. New version introduced significant improvements in rendering as well as new pathfinding system, toolset localization support and some other improvements. Engine uses OpenGL API for Mac OS X rendering.
AMD is using the Taiwan Semiconductor Manufacturing Companies new 28nm manufacturing process to build the new high-end Radeon HD 7970 GPU. The HD 7970 sports 4.3 billion transistors in a 365mm2 die. The 7970 supports OpenCL and OpenGL 4.2. It is assembled from 32 GCN compute units, which translates to 2,048 stream processors, each based on AMD’s new SIMD-plus-scalar architecture. As well, the 7970 includes 768KB of L2 cache and eight render back-ends, features a 384-bit interface to 3GB GDDR5 memory and a PCIe 3.0 interface. The GPU is capable of peak throughput of 264GB/s.
SGI has announced three new OpenGL programming courses starting in 2012. Students learn to view and model in 3D, and to create animated, wire frame and solid geometery, under interactive control from input devices. Students add lighting, textures, and other effects to increase realism. New OpenGL 3.0 topics include using vertex buffer objects for better performance and an introduction to the programmable shaders and GLSL for advanced shading techniques using vertex shaders and fragment shaders. This course discusses both the fixed and function pipeline and an introduction to the newer programmable shader pipeline with OpenGL. The next course is being offered from January 30th until February 3rd 2012 in the UK.
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 database of all entries, tokens and typedefs in GL/GLES in XML format. In this version, glloader is ported to Android. And all latest extension is GL/GLES/EGL registries is supported.
Qt is a popular C++ programming framework and version 4.8.0 has just been released. Threaded OpenGL support enables those of us that are not OpenGL-ninjas to render OpenGL from more than one thread concurrently. Qt Platform Abstraction (QPA) restructures the GUI stack to enable easier porting of Qt to different windowing systems and devices. HTTP requests are now handled in a separate thread by default. The file system stack received some heavy lifting under the hood. The result is better I/O performance.
Two more libs are available in the VS*L framework. With these new additions it is possible to use Assimp to load 3D models, and render them with core OpenGL. The libs store the meshes in VAOs, and use VSShaderLib and VSMathLib to simplify the rendering with shaders with almost any uniform variable configuration.
A new version of the OGLplus library has been released. OGLplus implements a thin object-oriented facade over the OpenGL® (version 3 and higher) C-language API and provides wrappers which automate the resource and object management and make the use of OpenGL in C++ safer and easier.
This is the 33nd 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 use a couple of OpenGL mechanism for rendering of multiple instances of the same mesh.
GPU-SD is a library and daemon for the discovery and announcement of GPUs using ZeroConf. It enables auto-configuration of ad-hoc GPU clusters and multi-GPU machines. GPU-SD is a cross-platform library, available for Linux, Windows and Mac OS X and supports both 32-bit and 64-bit execution. It is licensed under the LGPL open source license, which allows free usage in commercial and open source projects.
AMD announced that the AMD Fusion Developer Summit 2012 (Fusion12) will be held on June 11-14, 2012 in Bellevue, Washington. The company’s annual developer summit will return to the Meydenbauer Center and the Hyatt Regency in Bellevue. The summit offers an engaging opportunity to learn more about next-generation software development and Accelerated Processing Unit (APU) technology, central processing unit (CPU) and graphics processing unit (GPU) processor technologies, and programming methods using industry-standard application programming interfaces (APIs) such as OpenCL, OpenGL, Microsoft DirectCompute and C++ AMP.
Shaders are the core of the rendering process. OpenGL core profile requires us to provide our own shaders, no more fixed function. Using shaders means more flexibility, but it also implies more work. This is where this library steps in. VSShaderLib was designed to make our life easier. It allows one to create programs, load shaders from files, associate vertex attribute names with locations, and work with uniforms, including uniforms in named blocks. It also provides access to the info logs.
This zlib license SDK now contains enhanced transparent window support using OpenGL, Windows Vista and Windows 7, fullscreen increased from 20fps to 300fps and Linux now supports transparent OpenGL windows at 1083fps.