OpenGL News Archives
CG Internals released the next major iteration of glbinding. glbinding is a full-fledged, MIT licensed, cross-platform C++ binding for the OpenGL API. Based on the OpenGL API specification, ranging from 1.0 to the latest 4.5, glbinding is generated using scripts and templates that can be adapted to fit custom needs. It leverages modern C++11 features like enum classes, lambdas, and variadic templates, instead of relying on macros (compared to GLEW). It features type-safe parameters, per feature API headers, lazy function resolution, multi-context and multi-thread support, global and local function callbacks, as well as tools and examples for quick-starting your projects.
The 49th installment in a series of tutorials dedicated to promoting modern OpenGL development, with a focus on version 3.x and beyond. This tutorial demonstrates how to implement the Cascaded Shadow Mapping technique to mitigate problems of perspective aliasing.
The Khronos Group is holding a series of sessions today in San Francisco. If your are at GDC, take a break and a 5 minute walk over to Green Space to see one of the several sessions Khronos will be hosting. Start the day off with Jon Peddie Research at 8:30AM PT. After a short break there will be 3 back-to-back sessions: WebGL+glTF at noon, Khronos Chapters lunch at 1PM and Vulkan at 2PM. Ending the day off will be a large Khronos Social from 7PM-9:30PM. All the details you need are on the Khronos event page. Unable to attend? No worries, Khronos has you covered with a Livestream of both the WebGL + glTF session and the Vulkan session. We’re expecting a lot of people today and space is limited. Please be sure to register for one of the few remaining spots if you haven’t done so already.
The Khronos Group is hosting a series of sessions on Wednesday March 16th near the Moscone at Green Space in San Francisco. Sessions will cover WebGL, glTF, Khronos Chapters and Vulkan. A Khronos Social on Wednesday evening will give developers a chance to meet and chat with Khronos members. Starting off the day is the JPR Press Briefing on the Gaming Market. Details and registration for the Khronos sessions are available online. For those that cannot attend in person, there will be live streaming of the sessions, and videos available a few days afterwards. For those at GDC all week, you will find a list of companies exhibiting Khronos technology on our GDC week event page.
A new, modern OpenGL tutorial for both windowed and VR rendering released, showing in about 400 lines of C++ how to use all of OpenGL’s major features: - Window, OpenGL, HMD, and OpenGL extension initialization - Triangle mesh rendering (OpenGL Vertex Array Buffers) - Shader loading, compilation, and argument passing (OpenGL Program, Shader, and Uniform Buffer Objects) - Offscreen rendering (OpenGL Framebuffer Objects) - Materials and image file loading (OpenGL Texture and Sampler Objects) - GPU ray tracing (including ray setup compatible with rasterization) - Procedural texturing - A tiny vector math library - Basic keyboard and mouse handling for a free-flying camera - Virtual reality tracking and rendering (OpenVR)
Fast UI Draw, source code available on github, has now been open sourced. Fast UI Draw is a high performance Canvas renderer that is tuned for Intel GPU’s (but can work for other GPU’s) that under significant load is much faster than many other Canvas renderers. Fast UI Draw when running has very few GPU states, very few draw calls even under very complicated scenes. In addition, Fast UI Draw has a unique methodology to handle clipping that allows for applications to have rotations, projection, and clipping without incurring significant CPU load from setting, saving or restoring clipping. Fast UI Draw is available under the MPLv2 and a very alive project undergoing active development.