OpenGL News Archives
Google engineers have open-sourced a new suite of libraries and tools on Github relating to OpenGL called ION. ION is described as “a portable suite of libraries and tools for building client applications, especially graphical ones. It is small, fast, and robust, and is cross-platform across many platforms and devices, including desktops, mobile devices, browsers, and other embedded platforms.”
The 48th 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 integrate the Ant Tweak Bar library in an OpenGL application in order to create a user interface.
Learn about Vulkan, the new graphics and compute API directly from Khronos, the people who are creating it. In this 1-hour session, we will talk about the API, and go into details about the Vulkan SDK from LunarG, and much more. Register today!
NVIDIA just posted the next installment of their Vulkan tips blog series. This episode talks about memory management. Vulkan offers another key difference to OpenGL with respect to memory allocation. When it comes to managing memory allocations as well as assigning it to individual resources, the OpenGL driver does most of the work for the developer. This allows applications to be developed, tested and deployed very quickly. In Vulkan however, the programmer takes responsibility meaning that many operations that OpenGL orchestrates heuristically can be orchestrated based on an absolute knowledge of the resource lifecycle.
Amazon is now accepting pre-orders on the new Vulkan Programming Guide: The Official Guide to Learning Vulkan. The Vulkan Programming Guide is the essential, authoritative reference to this new standard, for graphics programmers at all levels of experience, in any Vulkan environment, on any platform. The book is written by John Kessenich and Graham Sellers, both Khronos Group members.
This post by Peter Messmer on the NVIDIA Parallel Forall blog provides the basic steps to create a (full) OpenGL context using EGL in a headless environment, with code examples. EGL context creation is particularly relevant for accelerated rendering on HPC systems or in a cloud environment, where context management via X11 is often times impractical. Applications include in situ visualization and CUDA/OpenGL interoperation.
The upcoming Qt 5.6.0 release includes the Qt Charts 2.1.0 add-on. This Qt Charts release contains new features and bug fixes based on customer requests. The biggest visible improvement done to Qt Charts 2.1.0 is a performance related change. For line and scatter series we’ve added support of accelerated drawing with OpenGL. The change radically improves performance in cases involving large data sets. We’ve added the OpenGL Accelerated Series Example to show how you can enable OpenGL acceleration for QLineSeries and QScatterSeries.
Nvidia announced the release of a new Beta version of its graphics drivers for GNU/Linux, FreeBSD and Solaris operating systems, version 361.16. According to the release notes, the Nvidia 361.16 Beta video driver includes the brand new OpenGL Vendor-Neutral Driver infrastructure, also known as GLVND, which is supported by the Nvidia OpenGL and GLX drivers.
GL_ARB_tessellation_shader support for Ivy Bridge and Haswell is now complete. This latest Intel OpenGL 4.0 work will be found in the next Mesa release due out around March.
We have some good news and some bad news. The year-end target release date for Vulkan will not be met. However, we are in the home stretch and the release of Vulkan 1.0 is near!
A more detailed update is available on the Vulkan ecosystem page.
Computations & Graphics, Inc. is excited to announce the release of its flagship product Real3D-Analysis V11. With its graphics engine based on OpenGL, Real3D-Analysis is a very user-friendly, robust and affordable finite element and structural analysis software. It features a unique 128-bit floating point (quad-precision) solver, fast sparse solver and extremely interactive graphical user-interface for input and output.
AMD has announce it will start rolling out in January an open source set of tools called GPUOpen. The “All Open” stack will contain open source modules for two parallel stacks, each containing modules for OpenGL graphics, motion video codecs, and OpenCL GPU computation. The “Professional/Gamer” stack will include the open source motion-video module and a closed source OpenGL module. Its final OpenCL module will support both OpenCL and Vulkan. Linux will gain access to a full open source, high-performance driver stack, with the only constraint being that developers must use Vulkan instead of the older OpenGL.
SoftIntegration, Inc. announced Ch 7.5.1 and Embedded Ch 7.5.1 are available. Ch is the most complete cross-platform embeddable C/C++ interpreter and OpenGL is supported. Ch 7.5.1 is a major release with many new features to make Ch especially appealing for beginners in elementary schools, middle schools, high schools, as well as colleges to learn coding, math, and robotics.
Learning OpenGL from scratch is easier in a group - and that is exactly what we’re going to do. Learn with us the steps to program an OpenGL program that works on Android, Windows and Linux. All you need to know is basic programming in C, and have good experience in another language. Around 10 lessons are planned for January til March.
The latest driver update covers GeForce 8 and 9 video cards allowing them to continue using hardware with modern OSes. From the changelog ““Fixed a bug that could cause texture corruption in some OpenGL applications when video memory is exhausted by a combination of simultaneously running graphical and compute workloads.”