OpenGL News Archives
Among other courses from SIGGRAPH 2013, ACM SIGGRAPH has just posted online “An Introduction to OpenGL Programming” course providing an accelerated introduction to programming OpenGL.
The official trailer for Retrobooster is out. This game will release February 21 on Linux and Windows. Most of the graphics are done using OpenSceneGraph, which is a high level rendering engine built on OpenGL. The particle effects are done with raw OpenGL for maximum performance.
Magnum is multiplatform 2D/3D graphics engine written in C++11 and modern OpenGL, released under MIT license. The January snapshot offers experimental Visual Studio 2013 support, multi-line and aligned text rendering along with new example, debug output using both KHR_debug and EXT_debug_marker/EXT_debug_label extensions, documentation updates, guide for migrating from pure OpenGL, Mac OS X and Windows port fixes and thorough testing of all OpenGL functionality.
The Khronos Group today announced the ratification and public release of the SPIR 1.2 specification that provides a non-source encoding, and binary level portability, for OpenCL 1.2 device programs. SPIR (Standard Portable Intermediate Representation) is the industry’s first open, cross-platform Intermediate Representation standard for portable heterogeneous parallel computing and is based on LLVM IR. SPIR enables developers to avoid exposing sensitive kernel source and enables a diversity of language front-ends to easily target OpenCL platforms and devices in addition to OpenCL C. The SPIR specification and registry can be found on the Khronos website.
VOGL is Valve’s OpenGL tracer/debugger that they are backing for being of interest to game developers. VOGL allows OpenGL tracing and debugging from OpenGL 1.x through OpenGL 3.3 for both core and compatibility contexts. OpenGL 4 support is being worked on but full GL4 support isn’t expected until later in 2014.
All the parts of our shading pipeline have no been ported to OpenGL ES 3. The last piece of the puzzle was a decent implementation of omnidirectional shadow maps. We used a Virtual Shadow Depth Cube Texture (VSDCT) described in ShaderX3.
Francisco Jerez has begun landing his driver patches into mainline Mesa for supporting the GL_ARB_shader_image_load_store extension as mandated by the OpenGL 4.2 specification.
Redsdk 3D graphics kernel to cover both real-time visualization and photo-realistic rendering features for Windows, Linux and OS X has just reached version 3.3. Until now, the configuration of a shader in a material was using the vertex shader and the pixel shader stages of the OpenGL rendering pipeline. Redsdk 3.3 adds the support for the geometry shader stage. Redsdk programmers can therefore add a geometry processing stage to every shader, written in GLSL or in ARB, two standard programming languages for shaders.
The Triton Ocean SDK version 2.61 contains OpenGL-specific performance enhancements, making it possible to render an infinite ocean with thousands of 3D waves in just 1-4 milliseconds. Triton simulates Beaufort scales 1-9, swells, wakes, foam, spray, and more in real time for games and simulations.
GLFW is a library for portable OpenGL application development. It manages windows, OpenGL contexts, resolution switching and provides keyboard, mouse, controller and time input. Version 3.0.4 adds fixes for a large number of bugs, support for OS X Lion full screen and better support for custom build setups.
The new NVIDIA 332.21 WHQL driver introduces a variety of new SLI profiles and ensures maximum performance and system stability across all titles as well as support for OpenGL 4.4 in GeForce 400-series and later GPUs.
Remograph today announced the release of Remo 3D v2.4. This new version 2.4 of Remo 3D brings new texture transformation tools, support for eliminating transformation matrices and other various fixes. The full list of new features and improvements can be found in the release notes on our website. Remo 3D was developed using OpenGL, OpenSceneGraph, FLTK and Lua.
The second edition of the OpenGL 4 Shading Language Cookbook is now available. This new edition includes coverage of recent additions to OpenGL such as compute shaders, image load/store, immutable textures, debug messaging, separate attribute format and more. Other additions include recipes on order independent transparency and shadow volumes. Full source code is available via GitHub.
KlayGE is an open source, cross-platform game engine with plugin-based architecture. It provides a framework to make game development, testing, porting as simple as possible. The latest version 4.4.0, OpenGL and OpenGLES plugins are upgraded to support OpenGL 4.4 and OpenGL ES 3.0.