OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Loading

OpenGL News Archives

Tutorial: Getting started with Swift 3 and OpenGL on Linux and macOS with GLFW

A short tutorial about getting started with Swift 3 and OpenGL on Linux and macOS. To keep the code portable on both operating systems, GLFW is used to create a window with an OpenGL context.

Nov 22, 2016 | Read article... | Permalink

globjects 1.0 released

CG Internals released globjects, a cross-platform, open source C++ library to ease the use of modern OpenGL. It facilitates a less cluttered and less error-prone use of the OpenGL API: e.g., it reduces the amount of OpenGL code required for rendering and facilitates coherent OpenGL use by means of a type-safe abstraction layer based on glbinding and GLM. Common rendering processes are automated and missing features of specific OpenGL drivers are partially simulated or emulated at run-time.

Nov 21, 2016 | Read article... | Permalink

Android + OpenGL GitHub repository from Lighthouse3D

Lighthouse3D added a new repository on github for Android demos for OpenGL with Java and C++ (NDK). The first demo is OpenGLJava, an app including model loading in json format and rendering with textures.

Nov 19, 2016 | Read article... | Permalink

ogldev: Introduction to Vulkan tutorial published

The 50th tutorial from ogldev is now available. This tutorial provides an introduction to Vulkan.

Nov 12, 2016 | Read article... | Permalink

Vulkan Programming Guide now shipping

Amazon has started shipping the 1st Edition of “Vulkan Programming Guide: The Official Guide to Learning Vulkan.” The guide is written by Graham Sellers, API lead on the Vulkan specification and John Kessenich, language lead on the Vulkan specification and Senior Compiler Architect at LunarG. The next generation of the OpenGL specification, Vulkan, has been redesigned from the ground up, giving applications direct control over GPU acceleration for unprecedented performance and predictability. Vulkan™ Programming Guide is the essential, authoritative reference to this new standard for experienced graphics programmers in all Vulkan environments.

Nov 04, 2016 | Read article... | Permalink

GStreamer 1.10 Open-Source Multimedia Framework Supports Vulkan API on Wayland

GStreamer is a set of libraries and plugins that are used by certain multimedia apps for playing music or video streams on a GNU/Linux distro. New features include implementation of Vulkan API support on the next-generation Wayland display server, as well as OpenGL and OpenGL ES improvements.

Nov 03, 2016 | Read article... | Permalink

The biggest new feature of Mesa 13.0.0 is OpenGL 4.4 and OpenGL 4.5 capability. Equally big news inc

The biggest new feature of Mesa 13.0.0 is OpenGL 4.4 and OpenGL 4.5 capability. Equally big news includes OpenGL ES 3.2 support for Intel Skylake or later, OpenGL ES 3.1 support for Intel Haswell, Windows-DRI support to the GLX component, as well as KHR_no_config_context and EGL_KHR_debug support for EGL component. The Mesa EGL interface also received support for EGL_MESA_platform_surfaceless.

Nov 03, 2016 | Read article... | Permalink

Lightweight Java Game Library 3.1.0 Released

A new version of the Lightweight Java Game Library has been released, which includes Java bindings for OpenGL, OpenGL ES, Vulkan, OpenCL, EGL, OpenAL, BGFX, etc.

Nov 01, 2016 | Read article... | Permalink

NVIDIA demonstrates high-end virtual reality car rendered with OpenGL

NVIDIA demonstrated at GTC Europe a high-end virtual reality demo of a complete car model.  You can explore every detail of the complete car model in virtual reality.  To accomplish this, the demo harnesses the NV_gpu_multicast OpenGL extension so two Quadro P6000 can render the left- and right-eye views in parallel and then handles the massive geometric detail with the NV_command_list OpenGL extension.

Oct 14, 2016 | Read article... | Permalink

Khronos DevU in Seoul Korea: Vulkan All-day Tutorial

Khronos is pleased to present a full-day workshop on Vulkan in the upcoming DevU in Seoul, Korea. This session will go in depth into Vulkan, providing you with an important overview, then quickly diving deep beyond the basics into its use and structure, followed by a few case studies with code walkthroughs. There will be ample opportunity to speak with the instructors both during, and after the event in a social get together. This DevU session will be taught by Khronos working group members who specialize in Vulkan and who participated in its creation. Beginners are welcome, but the session is intended for experienced developers with knowledge of 3D graphics and rendering. In addition to a full day of Vulkan training, the session will include all course materials, a Vulkan Quick Reference Guide, a Vulkan t-shirt, and a buffet lunch. For more information and to register your spot, please visit the DevU session page.

Sep 29, 2016 | Read article... | Permalink

Webinar: Vulkan Validation Layers Deep Dive video now online

This 90-minute webinar provides a detailed review of the Vulkan Validation Layers, how they are architected, how you use them, and why they are so important. The main presentation is followed by a Q&A session. The Video and Slide deck from the webinar is now available online.

Sep 27, 2016 | Read article... | Permalink

Webinar: Vulkan Validation Layers Deep Dive September 27

Don’t miss the Vulkan deep-dive webinar on Tuesday September 27th at 10am PDT. This one-hour webinar provides a detailed review of the Vulkan Validation Layers, how they are architected, how you use them, and why they are so important. The main presentation is followed by a Q&A session.

Sep 26, 2016 | Read article... | Permalink

Shadron graphics editor uses GLSL and your own Shader Code to manipulate images

Shadron uses GLSL (OpenGL Shading Language) shaders to manipulate images. For programmers, particularly budding game developers, Shadron could be the answer to a number of your asset creation woes.

Sep 12, 2016 | Read article... | Permalink

Modern OpenGL 3.0+ Tutorial Series

This tutorial series shows you Modern OpenGL the way it is meant to be seen. Starting with setup videos and more videos to come from Sonar Systems.

Aug 30, 2016 | Read article... | Permalink

Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees

How does Pixar represent objects rendered in their movies?  With subdivision surfaces. Now researchers at Activision, NVIDIA, and Stanford have published a new adaptive quadtree approach to rendering subdivision surfaces on modern GPUs.  Using OpenGL tessellation shaders, their system efficiently renders subdivision surfaces by streaming the surface patches without needing to split the patches the way prior approaches, such as OpenSubdiv 3.0, operate.  Their accompanying YouTube video shows their technique rendering state-of-the-art video game assets.

Aug 06, 2016 | Read article... | Permalink

Page 3 of 193 pages  < 1 2 3 4 5 >  Last ›