OpenGL News Archives
Aug 11, 2014 | Categories: Comments
Khronos publicly released the OpenGL 4.5 specification today, bringing the very latest functionality to the industry’s most advanced 3D graphics API while maintaining full backwards compatibility, enabling applications to incrementally use new features. The full specification and reference materials are available for immediate download from the OpenGL Registry. The OpenGL 4.5 reference card is available for download today, and as usual, an official OpenGL 4.5 feedback thread is awaiting your feedback. The full press release is available here.
The current version of the OpenGL loader generator flextGL now parses the gl.xml specification instead of the deprecated .spec files and adds support for generating OpenGL ES extension loading code.
NVIDIA will again be hosting a series of talks and courses geared towards OpenGL. A complete overview of all the NVIDIA events is available online, including the OpenGL specific events here and here. You may find more information on Khronos related technical talks and course at SIGGRAPH 2014 on the Khronos SIGGRAPH event page.
More than 40 basic and enhanced OpenGL 3 and 4 examples can be downloaded via GitHub. The examples do run under Windows, Linux and Mac OS X. Also available: OpenGL 4 based Graphics Engine (work in progress), OpenGL ES 2.0 / 3.0 and OpenVG 1.1 examples. The embedded examples do run on several platforms e.g. the i.MX6.
Based on our OpenGL tutorial series, our new german eBook “OpenGL-Programmierung - Mathematik, GLSL Shader, Post Processing, Beleuchtung, Animation” is now available on Amazon. On over 600 pages, this eBook covers the fundamentals and advanced topics of modern OpenGL programming.
The Khronos Group’s WebGL Widget Contest will close at 5PM today. If you haven’t submitted your entry yet, don’t wait, get it in now, before it’s too late!
NVIDIA has announced its events for SIGGRAPH. These include a Best of the GPU Technology Conference series of talks—and every talk shows off OpenGL. In particular Sunday of SIGGRAPH Christoph Kubisch discusses “OpenGL Scene Rendering Techniques” while on Monday Piers Daniell and Mark Kilgard give an “OpenGL Update for NVIDIA GPUs”.
Graham Sellers from AMD recaps his GDC talk on Approaching Zero Driver Overhead (AZDO) with OpenGL.
If you work with graphics for the web, this means Chrome or Firefox developer tools are essential tools. Join the Khronos Toronto Chapter to discuss and learn about the latest web tools in Firefox and Chrome for WebGL and WebCL. OpenGL folks, there’ll be a discussion to compare web graphics tools to native graphics tools.
The OpenGL Graphics and Compute Samples pack is a resource for cross-platform OpenGL 4 (GL4) and OpenGL ES 2 and 3 (ES2 and ES3) development, targeting Android, Windows, and Linux (x86/x64 and Linux for Tegra). The samples run on all four target platforms from a single source base. Advanced OpenGL features such as Tessellation Shaders, Geometry Shaders, Compute Shaders, Direct State Access, Texture Arrays and Instancing are all demonstrated. In addition, support for NVIDIA’s NSight Tegra Visual Studio plug-in means that developers can experiment with their effects on Windows OpenGL and immediately rebuild and retarget to run on Android Tegra systems, including Tegra K1.
With SIGGRAPH 2014 around the corner, I felt it fitting to post this Steam dev days talk from earlier this year, featuring John MacDonald and Cass Everitt:
KDE proudly announces the immediate availability of Plasma 5.0, providing a visually updated core desktop experience that is easy to use and familiar to the user. Plasma 5.0 introduces a new major version of KDE’s workspace offering. The new Breeze artwork concept introduces cleaner visuals and improved readability. Central work-flows have been streamlined, while well-known overarching interaction patterns are left intact. Plasma 5.0 improves support for high-DPI displays and ships a converged shell, able to switch between user experiences for different target devices. Changes under the hood include the migration to a new, fully hardware-accelerated graphics stack centered around an OpenGL (ES) scenegraph. This allows offloading computationally expensive graphics rendering tasks onto the GPU which frees up resources on the system’s main processing unit, is faster and more power-efficient.
OGLplus is a collection of open-source, cross-platform libraries which implement an object facade over the modern OpenGL, OpenAL and EGL C-language APIs. It automates resource and object management, error handling and makes the use of these libraries in C++ safer and more convenient.
CeedGL is a library that encapsulates OpenGL objects into Objective-C objects. It does not attempt to force a coding style or to define a specific scene graph, but instead aims at making it easier to work with OpenGL from Objective-C.