OpenGL News Archives
NVIDIA has announced its events for SIGGRAPH. These include a Best of the GPU Technology Conference series of talks—and every talk shows off OpenGL. In particular Sunday of SIGGRAPH Christoph Kubisch discusses “OpenGL Scene Rendering Techniques” while on Monday Piers Daniell and Mark Kilgard give an “OpenGL Update for NVIDIA GPUs”.
Graham Sellers from AMD recaps his GDC talk on Approaching Zero Driver Overhead (AZDO) with OpenGL.
If you work with graphics for the web, this means Chrome or Firefox developer tools are essential tools. Join the Khronos Toronto Chapter to discuss and learn about the latest web tools in Firefox and Chrome for WebGL and WebCL. OpenGL folks, there’ll be a discussion to compare web graphics tools to native graphics tools.
The OpenGL Graphics and Compute Samples pack is a resource for cross-platform OpenGL 4 (GL4) and OpenGL ES 2 and 3 (ES2 and ES3) development, targeting Android, Windows, and Linux (x86/x64 and Linux for Tegra). The samples run on all four target platforms from a single source base. Advanced OpenGL features such as Tessellation Shaders, Geometry Shaders, Compute Shaders, Direct State Access, Texture Arrays and Instancing are all demonstrated. In addition, support for NVIDIA’s NSight Tegra Visual Studio plug-in means that developers can experiment with their effects on Windows OpenGL and immediately rebuild and retarget to run on Android Tegra systems, including Tegra K1.
With SIGGRAPH 2014 around the corner, I felt it fitting to post this Steam dev days talk from earlier this year, featuring John MacDonald and Cass Everitt:
KDE proudly announces the immediate availability of Plasma 5.0, providing a visually updated core desktop experience that is easy to use and familiar to the user. Plasma 5.0 introduces a new major version of KDE’s workspace offering. The new Breeze artwork concept introduces cleaner visuals and improved readability. Central work-flows have been streamlined, while well-known overarching interaction patterns are left intact. Plasma 5.0 improves support for high-DPI displays and ships a converged shell, able to switch between user experiences for different target devices. Changes under the hood include the migration to a new, fully hardware-accelerated graphics stack centered around an OpenGL (ES) scenegraph. This allows offloading computationally expensive graphics rendering tasks onto the GPU which frees up resources on the system’s main processing unit, is faster and more power-efficient.
OGLplus is a collection of open-source, cross-platform libraries which implement an object facade over the modern OpenGL, OpenAL and EGL C-language APIs. It automates resource and object management, error handling and makes the use of these libraries in C++ safer and more convenient.
CeedGL is a library that encapsulates OpenGL objects into Objective-C objects. It does not attempt to force a coding style or to define a specific scene graph, but instead aims at making it easier to work with OpenGL from Objective-C.
Help Khronos get a more interesting WebGL widget on Khronos.org and maybe even win a prize by entering the WebGL Widget Contest. We will choose the coolest widget that best shows off WebGL technology. Then we’ll post the winning entry on the Khronos website with a link back to the winner’s website, and the winner will receive a Mali-based device from ARM. The winner will be announced at our WebGL BOF at SIGGRAPH.
Anton’s OpenGL 4 Tutorials is a practical guide to starting 3d programming with OpenGL 4. It will suit anyone learning 3d programming that needs a practical guide with some help for common problems. This book is a collection of worked-through examples of common real-time rendering techniques as used in video games or student projects. Along with some chapters and short articles for Tips and Tricks - not-so-obvious techniques that can add a lot of value to projects or make it easier to find problems.
Magnum is multiplatform 2D/3D graphics engine written in C++11 and modern OpenGL, released under MIT license. The June snapshot brings experimental Android support, windowless applications and command-line tools also on Windows and OS X, OBJ importer plugin, improved texture and mesh handling, multisample textures, instanced rendering, more robust support for driver detection and workarounds, ability to combine pure GL API calls with Magnum code and build system and documentation enhancements.