OpenGL News Archives
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
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 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 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, 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 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.
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.
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.
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.
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.
The complete Khronos Vulkan session is now on youtube. This is from the live stream this afternoon. A proper video will be posted online in a few days along with the slides from the presentation.
Please join us at 2PM pacific time for a Live Stream of the second and last Vulkan session at GDC. There will be better quality video and slides available in the next few days.
The Khronos Group today announced the ratification and public release of the OpenCL 2.1 provisional specification. OpenCL 2.1 is a significant evolution of the open, royalty-free standard for heterogeneous parallel programming that defines a new kernel language based on a subset of C++ for significantly enhanced programmer productivity, and support for the new Khronos SPIR-V cross-API shader program intermediate language now used by both OpenCL and the new Vulkan graphics API.
The Khronos Group announced the availability of technical previews of the new Vulkan™ open standard API for high-efficiency access to graphics and compute on modern GPUs used in a wide variety of devices. This ground-up design, previously referred to as the Next Generation OpenGL Initiative, provides applications direct control over GPU acceleration for maximized performance and predictability, and uses Khronos’ new SPIR-V™ specification for shading language flexibility. Vulkan initial specifications and implementations are expected later this year and any company may participate in Vulkan’s ongoing development by joining Khronos.
Are you going to GDC? Be sure to reserve your spot for glNext and OpenCL sessions happening off-site at GDC. The OpenCL sessions are almost full, as is the noon glNext session. You may register on the Khronos Group event page.