OpenGL News Archives
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.
Jun 20, 2014 | Categories: Comments
The OpenGL logging/debugging tool GLIntercept has been updated to include the latest OpenGL XML registry headers and fixes several minor bugs.
The 43rd installment in a series of tutorials dedicated to promoting modern OpenGL development on Linux, with a focus on version 3.x and beyond. This tutorial demonstrates how to implement shadow originating from point lights.
The Khronos OpenGL ES Working Group is pleased to announce the launch of the OpenGL ES 3.1 Adopter Program. The program gives participants access to the OpenGL ES 3.1 conformance test, and allows them to submit implementations for conformance certification. The OpenGL ES 3.1 conformance test builds on the latest version of the ES 3.0 test, which includes greatly enhanced shading language coverage contributed by drawElements Ltd. It adds eighteen new test categories covering the new features of ES 3.1, including compute shaders, image and buffer object load/store, atomic operations, and indirect drawing. In addition to the conformance test, the working group has released updated API and shading language specifications, containing many corrections and clarifications.
Recent research shows that WebGL is now supported on more devices than Flash. It’s the bigger platform. In fact, WebGL powered HTML5 is now the largest platform on the planet for interactive browser graphics. Now that WebGL is available on IE and Safari as well, we should see WebGL become even bigger. Long live WebGL!
NVIDIA released an updated driver for the Linux X64 (AMD64/EM64T) display driver. Along with additonal support for many NVIDIA GPUs, there are also a few fixes for OpenGL including: fixed a performance regression when running KDE with desktop effects using the OpenGL compositing backend; fixed a regression that could cause OpenGL rendering corruption on X screens with 30 bit per pixel color; Added support for the GLX_EXT_stereo_tree extension and added support for the GLX_NV_delay_before_swap extension.
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 automates resource and object management, error handling and makes the use of these libraries in C++ safer and more convenient. This release also brings a major re-implementation of several key parts of the library.
Looking for an image library for your OpenGL project? We’ve got you covered. Just added is LodePNG: a PNG image decoder and encoder, all in one, no dependency or linkage to zlib or libpng required. It’s made for C (ISO C90), and has a C++ wrapper with a more convenient interface on top.
The first in a series to cover using OpenGL with Qt. This instalment looks at how to use Open Asset Import Library (Assimp) (1) to load 3D models from some common 3D model formats. The example code requires Assimp version 3.0. The code also uses Qt for several convenience classes.
Edward Angel is Professor Emeritus of Computer Science at the University of New Mexico and Founding Director of the Art, Research, Technology and Science Laboratory (ARTS Lab). Edward Angel has written and co-written a number of books on OpenGL. He has posted example code, solutions and workshop material on his home.
May 26, 2014 | Categories: Comments
The last born in the family of three-dimensional scanner line Maestro. Renewed in the shape with a new Italian design. Smaller and lighter and more powerful, fast and easy to use. Maestro 3D is a three-dimensional scanner for dental and desktop applications, open and integrable in third party CAD/CAM solutions, complete with S.D.K. (Software Development Kit). Maestro 3D control software and user interface are built using AGE3D Engine. AGE3D is based on OpenGL/Direct3D, it has been created for the development of 3D applications with particular attention to the rendering of 3D data and development of games.
Sundog Software has released version 3.0 of the SilverLining Sky, 3D Cloud, and Weather SDK for OpenGL game & simulation developers. SilverLining 3 features high-resolution volumetric cumulus clouds using a novel hybrid approach, new towering cumulus clouds, the ability to create highly detailed weather systems, and many visual improvements.
There are just 5 days left to register for the International Workshop on OpenCL (IWOCL), to be held in Bristol, UK on May 12th & 13th next week! Over 100 OpenCL practitioners are expected to attend, including leading members of the academic and industrial OpenCL community. For a complete list of technical talks and tutorials see the website.