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OpenGL News Archives

ACM SIGGRAPH posts OpenGL courses online

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.

Jan 27, 2014 | Read article... | Permalink

New trailer for OpenGL game Retrobooster

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.

Jan 23, 2014 | Read article... | Permalink

January updates to Magnum C++11 and OpenGL graphics engine

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.

Jan 22, 2014 | Read article... | Permalink

Khronos Releases SPIR 1.2 Specification for Portable Encoding of OpenCL Device Programs

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.

Jan 21, 2014 | Read article... | Permalink

Valve’s OpenGL debugger

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.

Jan 20, 2014 | Read article... | Permalink

Omnidirectional shadows and VSDCT on OpenGL ES 3

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.

Jan 20, 2014 | Read article... | Permalink

Another OpenGL 4.2 Extension Is Hitting Mesa

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.

Jan 15, 2014 | Read article... | Permalink

Concentration of all The Lessons in Common Library GLSummary in MFC

The code from NeHe OpenGL lessons adapted to Microsoft Foundation Classes (MFC). The author’s goal is to help other developers with OpenGL and MFC. Overview and complete source code is available.

Jan 15, 2014 | Read article... | Permalink

Redsdk reached version 3.3 with GLSL improvements

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.

Jan 14, 2014 | Read article... | Permalink

New Triton Ocean SDK Release up to 40% faster

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.

Jan 10, 2014 | Read article... | Permalink

GLFW 3.0.4 released

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.

Jan 10, 2014 | Read article... | Permalink

NVIDIA releases GeForce 332.21 WHQL drivers

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.

Jan 08, 2014 | Read article... | Permalink

Remograph Releases OpenGL-based Remo 3D v2.4

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.

Jan 06, 2014 | Read article... | Permalink

OpenGL 4 Shading Language Cookbook, Second Edition has been released

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.

Jan 06, 2014 | Read article... | Permalink

KlayGE 4.4.0 Released with OpenGL 4.4 and OpenGL ES 3.0 support

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.

Jan 06, 2014 | Read article... | Permalink