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OpenGL News Archives

Synthclipse 1.0.0 released.

May 25, 2015 | Categories: Developers | Comments

Synthclipse is Open Source GLSL shader prototyping tool based on Eclipse IDE. It makes possible to fast develop all kinds of shaders: Fragment (FS), Vertex (VS), Geometry (GS), Tessellation (TS) and Compute (CS). Shader development can be done using compatible with Fragmentarium and Shadertoy (but limited to FS and VS) Fragx shaders or by using fully featured JavaScript JSX scripts. The JSX API is consistent with WebGL but in fact exposes complete OpenGL 4+ API.

Godot Engine 1.1 is Out!

May 25, 2015 | Categories: Developers | Comments

After half a year of work, Godot reached version 1.1. This OpenGL, OpenGL ES and WebGL based game engine is a community developed effort to produce an open source (and no strings attached) alternative to large commercial software such as Unity and Unreal. This release focuses on improvements to the 2D engine so all features used by modern 2D games are implemented. A video showcase with all the new work is available.

CPPlay 1.0 c/c++11 interpreter released

May 19, 2015 | Categories: Applications | Comments

CPPlay is a c/c++11 interpreter with OpenGL integration available on Apple Mac App Store. Due to being interpreted it is perfect for learning OpenGL quicker and for creating prototypes, demos, games, interactive applications and for creative coding.

GLSL Hacker 0.8.4 released

May 13, 2015 | Categories: Developers | Comments

GLSL Hacker is a free cross-platform utility (Windows, OS X, Linux and Raspberry Pi) for creating prototypes, demos, games, interactive applications and for creative coding. It is based on Lua and Python programming languages as well as on GLSL for OpenGL real time shaders. This new version brings a better support of Raspberry Pi, a new audio-video module and a full rewrite of the geometry rendering code.

Khronos Releases SYCL 1.2 Final Specification

May 11, 2015 | Categories:  Comments

The Khronos Group announced the ratification and public release of the finalized SYCL 1.2 specification. SYCL for OpenCL enables code for heterogeneous processors to be written in a “single-source” style using completely standard C++. The multi-vendor SYCL 1.2 standard is available royalty-free for industry use, and the full specification together with details about the SYCL conformance test suite and Adopters Program can be found on the Khronos Group SYCL page.

ClanLib SDK 4.0.0 Released

May 11, 2015 | Categories: Developers | Comments

The ClanLib C++ Game SDK has been updated. Key updates since previous release include a path drawing module using CPU/GLSL to render anti-aliased SVG style primitives (including lines). Now fully supports Windows, Mac OS X and Linux. All source has a very liberal zlib style license

May 2015 release of Magnum C++11 OpenGL/GLES/WebGL graphics engine

May 11, 2015 | Categories: Applications | Comments

Magnum is multiplatform 2D/3D graphics engine written in C++11/C++14 and modern OpenGL, released under MIT license. The May 2015 snapshot brings transform feedback, many new features from OpenGL 4.5 and OpenGL ES 3.1, transparent ARB_direct_state_access support, OpenDDL/OpenGEX format support, new image and scene importer plugins, extension loading for OpenGL ES, better driver compatibility and more.

AMD Unveils New 7000 Series APUs with OpenCL 2.0 and OpenGL 4.4 support

May 07, 2015 | Categories: Developers | Comments

AMD unveiled their new AMD 7000 Series Accelerated Processing Units (APUs), AMD Radeon 300 and M300 Series Graphics, and AMD A-Series desktop APU updates. The AMD A-Series Desktop APUs offer Windows 10 readiness including DirectX 12 Multiengine and Multiadapter features. Combined with existing support for AMD FreeSync, AMD Mantle, HSA features heterogeneous queuing (hQ) and heterogeneous uniform memory access (hUMA) as enabled by OpenCL 2.0 applications, and OpenGL 4.4.

Idomoo Selects OpenGL Technology

Apr 29, 2015 | Categories: General | Developers | Comments

Idomoo has chosen modern OpenGL as its rendering technology. Idomoo’s Rendering Technology Specialist, Michael Ivanov explains: “We specifically selected modern OpenGL because – first and foremost – it allows for blazing fast graphic content creation. Its cross-platform compatibility and the API rapid evolution over the last few years fits perfectly with our vision and what we’re trying to do. Previously, we worked on an old fixed pipeline API and it limited our rendering scope in terms of performance and use cases. We also have high hopes to utilize the upcoming Khronos Vulkan API which will hopefully allow us to speed up further our rendering pipeline and add new capabilities in the field of real-time video generation to our toolbox.

NoesisGUI v1.2 Released

Apr 14, 2015 | Categories: Developers | Comments

NoesisGUI, our real-time multi-platform XAML implementation reached v1.2. The relevant changes for OpenGL include support for OpenGL 3 and up, OpenGL ES 3.0 and a revamped drawing algorithm improving the performance. You can find more information on our website. Learn what NoesisGUI is in 60 second.

glbinding 1.1.0 released

Apr 14, 2015 | Categories: Developers | Comments

glbinding is a generated, cross-platform C++ binding for OpenGL which is solely based on the new xml-based OpenGL API specification (gl.xml). It is a fully fledged OpenGL API binding compatible with code based on other C bindings, e.g., GLEW. The binding is generated using python scripts and templates, that can be easily adapted to fit custom needs. glbinding can be used as an alternative to GLEW and other projects, e.g., glad, gl3w, glLoadGen, glload, and flextGL. glbinding is licenced under the MIT license.

SilverLining 4 Brings Realistic Stratus Clouds to OpenGL

Apr 10, 2015 | Categories: Developers | Applications | Comments

Sundog Software released version 4 of its SilverLining Sky, 3D Cloud, and Weather SDK. This update features overhauled stratus and overcast clouds, which simulate Mie scattering down to 0.1 degree resolution - at hundreds of frames per second. Effects such as fogbows, glories, antisolar points, and -yes- silver linings on the clouds just fall naturally out of the math. These are the most realistic stratus clouds Sundog has offered to date. SilverLining integrates with any OpenGL 2.x - 4.x based simulation or game. Free evaluations and demos are available.

ogldev: Screen Space Ambient Occlusion tutorial published

Apr 07, 2015 | Categories: Developers | Comments

The 45th 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 SSAO technique to improve the visual quality of a scene.

NVIDIA releases NV_command_list extension for OpenGL

Mar 20, 2015 | Categories: Developers | Comments

With the recent release of 347.88 drivers, NVIDIA adds official support for the NV_command_list extension. This extension has already been disclosed at last year’s SIGGRAPH ASIA and just days ago at the GPU Technology Conference 2015. The GTC presentation highlights the various benefits of the extension and the new possibilities it allows. Its primary goal is to allow current OpenGL applications to leverage the hardware to its full degree by providing the quickest possible path through the driver and benefit from future graphics API trends today. When adopting new concepts such as pipeline state objects and command buffers in current OpenGL applications, developers can also familiarize themselves with these modern software approaches and the implications and possibilities they have on their software architecture. The latest presentation slides from GTC 2015 can be found online.

Introduction to OpenGL: A Quick Tutorial

Mar 12, 2015 | Categories: Developers | Comments

This article explains how to write a very simple application to render 3D models using OpenGL. The article uses Qt/Qt Creator to implement the UI, making it easy to compile and run the application on multiple platforms. The source code of the prototype built is available on GitHub. The goal of this simple application is to generate 3D models, save them to a file with a simple format, and to open and render them on screen. The 3D model in the rendered scene will be rotatable and zoomable, to give a better sense of depth and dimension.

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