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OpenGL News Archives

OpenGL game engine jMonkeyEngine 3.0 Stable - “Capuchin Prime” released

Feb 17, 2014 | Categories: Applications | Comments

jMonkeyEngine is an OpenGL game engine made for developers who want to create 3D games following modern technology standards. The engine is programmed entirely in Java aimed at wide accessibility and quick deployment to desktop and mobile platforms. The latest release adds preview support for the iOS platform by using Avian - A lightweight Java Virtual Machine.

OGLplus 0.42.0 has been released

Feb 14, 2014 | Categories: Developers | Comments

OGLplus is a collection of open-source, cross-platform libraries which implement an object-oriented facade over the modern OpenGL and also OpenAL and EGL C-language APIs. It provides wrappers which automate resource and object management, error handling and make the use of these libraries in C++ safer and more convenient. hosts more than 32 modern OpenGL examples

Feb 07, 2014 | Categories: Developers | Comments

The OpenGL examples are implemented using OpenGL 3.2, 4.1 and 4.3. Depending on the supported OpenGL version, the programs do run on Windows, Linux and Mac. Furthermore, the website also hosts some OpenGL ES 2.0 and 3.0 examples. Thanks to the platform abstraction of GLUS, the OpenGL ES 2.0 programs do run on the Raspberry Pi and i.MX6. A Graphics Engine (early stage) based on OpenGL 4.1 plus 8 examples can also be found on the website. All source code and assets can be downloaded from GitHub.

AMD and Adobe implement new OpenCL and OpenGL supported features in Photoshop CC

Feb 03, 2014 | Categories: General | Comments

AMD delivers significant optimizations in the graphics processing pipeline to increase performance for powerful creative features and workflows in the newest version of Adobe Photoshop CC. Use of both OpenCL and OpenGL standards enables Adobe Photoshop CC to directly tap the compute and graphics processing capabilities of AMD FirePro Professional Graphics, AMD Radeon Graphics, and AMD A-Series APUs to unlock new levels of performance in the Smart Sharpen filter, and provide highly responsive, visually accurate experiences for the new 3D printing workflows, and transformations such as Perspective Warp. “We rely on OpenCL and OpenGL technologies to provide our customers superior performance and to take full advantage of all the power their hardware provides,” said Pam Clark, director of product management at Adobe.

ACM SIGGRAPH posts OpenGL courses online

Jan 27, 2014 | Categories: Developers | Comments

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.

New trailer for OpenGL game Retrobooster

Jan 23, 2014 | Categories: Applications | Comments

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.

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

Jan 22, 2014 | Categories: Developers | Comments

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.

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

Jan 21, 2014 | Categories: Developers | Comments

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.

Valve’s OpenGL debugger

Jan 20, 2014 | Categories: Developers | Comments

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.

Omnidirectional shadows and VSDCT on OpenGL ES 3

Jan 20, 2014 | Categories: Developers | Comments

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.

Another OpenGL 4.2 Extension Is Hitting Mesa

Jan 15, 2014 | Categories: Developers | Comments

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.

Concentration of all The Lessons in Common Library GLSummary in MFC

Jan 15, 2014 | Categories: Developers | Comments

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.

Redsdk reached version 3.3 with GLSL improvements

Jan 14, 2014 | Categories: Developers | Applications | Comments

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.

New Triton Ocean SDK Release up to 40% faster

Jan 10, 2014 | Categories: Applications | Comments

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 3.0.4 released

Jan 10, 2014 | Categories: Applications | Comments

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.

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