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OpenGL News Archives

NeoAxis 3D Engine 3.5 Released

NeoAxis Group announces a new release of its OpenGL-based versatile 3D project development environment NeoAxis Engine 3.5. The latest version features updated editor design, a new tool to quickly import 3D models, updated example maps, as well as multiple minor changes and bug fixes.

Jul 07, 2016 | Read article... | Permalink

glbinding 2.1.1 released

CG Internals released a minor iteration of its cross-platform C++ binding for the OpenGL API. glbinding 2.1.1 simplifies type-safe use of GLboolean and provides additional OpenGL meta and context information queries. A list of all changes of the 2.1.1 release is available on GitHub.

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

Book: OpenGL Game Development By Example

The book “OpenGL Game Development By Example” starts off by showing you how to set up a development environment using Visual Studio, and create a code framework for your game. It then walks you through creation of two games–a 2D platform game called Roboracer 2D and a 3D first-person space shooter game–using OpenGL to render both 2D and 3D graphics using a 2D coordinate system.

Jun 20, 2016 | Read article... | Permalink

The new Pascal OpenGL extensions have arrived

NVIDIA has just published the OpenGL extensions that expose the Pascal GPU architecture’s new hardware features. The extensions are available on GTX 1070 and GTX 1080 GPUs starting with the 367.XX drivers: Single Pass Stereo: GL_NV_stereo_view_rendering; Lens Matched Shading: GL_NV_clip_space_w_scaling; Improved Conservative Rasterization: GL_NV_conservative_raster_pre_snap_triangles; Double Precision Atomic Operations: GL_NV_shader_atomic_float64. Read an overview over these extensions, which complements the programming guide and sample code available in the NVIDIA VRWorks 2.0 SDK.

Jun 08, 2016 | Read article... | Permalink

LWJGL 3 Released

The Lightweight Java Game Library released its final build of version 3, in development since 2012. Version 3 provides API bindings to Java for many libraries including Khronos APIs such as OpenGL, OpenGL ES, EGL, OpenCL and Vulkan. LWJGL powers many cross platform applications including the popular game Minecraft.

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

KDAB and the Qt Company webinar

On June 15th at 18:00 CET KDAB and the Qt Company will present a one hour webinar on Qt 3D featuring KDAB’s Dr Sean Harmer, leader of the team on the Qt 3D work within Qt, and KDAB’s Paul Lemire. Qt3D is built on top of OpenGL.

Jun 02, 2016 | Read article... | Permalink

Intel’s Mesa Driver Jumps Ahead To OpenGL 4.2

The Intel OpenGL 4.2 support landed in Git this morning. The ARB_vertex_attrib_64bit and ARB_gpu_shader_fp64 are now available making the Intel driver ready for OpenGL 4.2 support.

May 18, 2016 | Read article... | Permalink

Khronos Releases OpenVX 1.1 Specification

The Khronos Group announces the immediate availability of the OpenVX 1.1 specification for cross platform acceleration of computer vision applications and libraries. OpenVX enables performance and power optimized computer vision algorithms for use cases such as face, body and gesture tracking, smart video surveillance, automatic driver assistance systems, object and scene reconstruction, augmented reality, visual inspection, robotics and more. Conformant OpenVX 1.0 implementations and tools are shipping from AMD, Imagination, Intel, NVIDIA, Synopsis and VeriSilicon. OpenVX 1.1 builds on this momentum by adding new processing functions for use cases such as computational photography, and enhances application control over how data is accessed and processed. An open source OpenVX 1.1 sample implementation and full conformance tests will be available in the first half of 2016.

May 02, 2016 | Read article... | Permalink

Khronos Releases OpenGL SC 2.0 for Shader Programmable Safety Critical Graphics

The Khronos Group announces the immediate availability of the OpenGL SC 2.0 specification for bringing programmable graphics to systems that require system safety certification. The OpenGL SC 2.0 API specification has been developed by the Khronos Safety Critical working group to address the unique and stringent requirements of high reliability display system markets, including FAA DO-178C and EASA ED-12C Level A for avionics, and ISO 26262 safety standards for automotive. Building on the large number of worldwide customer deployments and successful avionics certifications using OpenGL SC 1.0, OpenGL SC 2.0 enables high reliability system manufacturers to take advantage of modern graphics programmable shader engines while still achieving the highest levels of safety certification. The Official OpenGL SC 2.0 feedback forum is online.

Apr 20, 2016 | Read article... | Permalink

Let’s Make An Indie Game tutorial covering GLSL

Youtube user ‘Let’s Make An Indie Game’ is now covering GLSL in their tutorial. The long running tutorial brings the user along on a journey to learn how to make a game from scratch using Java and LibGDX.

Apr 15, 2016 | Read article... | Permalink

Android N Developer Preview 2: Optimize, Develop, and Debug with Vulkan Developer Tools

Android N Developer Preview 2 is now out with support for Vulkan. With Android N, Vulkan is now part of the platform; you can try it out on supported devices running Developer Preview 2. Learn more about Vulkan support with the Android ‘NDK’, and on the Android Developers Blog ‘Optimize, Develop, and Debug with Vulkan Developer Tools’.

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

Mesa 11.2.0 3D Graphics Library Officially Released

The final release of the open-source Mesa 3D Graphics Library 11.2 has arrived for all GNU/Linux operating systems. Changes include EGL, GLSL and OpenGL. Full list of changes is available here.

Apr 05, 2016 | Read article... | Permalink

glbinding 2.0 released, now featuring professional support

CG Internals released the next major iteration of glbinding. glbinding is a full-fledged, MIT licensed, cross-platform C++ binding for the OpenGL API. Based on the OpenGL API specification, ranging from 1.0 to the latest 4.5, glbinding is generated using scripts and templates that can be adapted to fit custom needs. It leverages modern C++11 features like enum classes, lambdas, and variadic templates, instead of relying on macros (compared to GLEW). It features type-safe parameters, per feature API headers, lazy function resolution, multi-context and multi-thread support, global and local function callbacks, as well as tools and examples for quick-starting your projects.

Mar 31, 2016 | Read article... | Permalink

ogldev: Cascaded Shadow Mapping tutorial published

The 49th 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 Cascaded Shadow Mapping technique to mitigate problems of perspective aliasing.

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

Vulkan, WebGL & glTF sessions today!

The Khronos Group is holding a series of sessions today in San Francisco. If your are at GDC, take a break and a 5 minute walk over to Green Space to see one of the several sessions Khronos will be hosting. Start the day off with Jon Peddie Research at 8:30AM PT. After a short break there will be 3 back-to-back sessions: WebGL+glTF at noon, Khronos Chapters lunch at 1PM and Vulkan at 2PM. Ending the day off will be a large Khronos Social from 7PM-9:30PM. All the details you need are on the Khronos event page. Unable to attend? No worries, Khronos has you covered with a Livestream of both the WebGL + glTF session and the Vulkan session. We’re expecting a lot of people today and space is limited. Please be sure to register for one of the few remaining spots if you haven’t done so already.

Mar 16, 2016 | Read article... | Permalink

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