OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Loading

OpenGL News Archives

Khronos Announces VR Standards Initiative

Dec 06, 2016

The Khronos Group today announced a call for participation in a new initiative to define a cross-vendor, royalty-free, open standard for access to modern virtual reality (VR) devices.

The rapid growth of the virtual reality market has led to platform fragmentation, forcing VR applications and engines to be ported and customized to run on multiple VR runtimes, and requiring VR sensors and displays to be integrated with multiple driver interfaces. This fragmentation slows the widespread availability of compelling VR experiences, creating added expense for developers wishing to support multiple VR devices, and hindering the adoption of innovative user interface technologies.

Any company interested to participate is strongly encouraged to join Khronos for a voice and a vote in the development process. Design contributions from any member are welcome. Some of the Khronos member companies helping to get this initiative underway include AMD, ARM, Epic Games, Google,  Intel, LunarG, NVIDIA, Oculus, Razer, Tobii, Valve and VeriSilicon. More information on this initiative and and how to join the Khronos Group is available at:


- VR landing page

- Press Release

- Khronos and VR at SIGGRAPH Asia

- VR community chat

Amazon EC2 Elastic GPUs support OpenGL

Nov 30, 2016

Amazon EC2 users will soon have the ability to add OpenGL acceleration to existing EC2 instance types.  Amazon-optimized OpenGL library will automatically detect and make use of Elastic GPUs. Amazon will start out with Windows support for OpenGL, and plan to add support for the Amazon Linux AMI and other versions of OpenGL after that.  The GPU added to the instance can have 1, 2, 4, or 8 gigabytes of video memory.  It’s becoming much easier to use OpenGL from GPUs in the cloud.

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

Nov 22, 2016

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.

globjects 1.0 released

Nov 21, 2016

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.

Android + OpenGL GitHub repository from Lighthouse3D

Nov 19, 2016

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.

ogldev: Introduction to Vulkan tutorial published

Nov 12, 2016

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

Vulkan Programming Guide now shipping

Nov 04, 2016

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.

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

Nov 03, 2016

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.

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

Nov 03, 2016

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.

Lightweight Java Game Library 3.1.0 Released

Nov 01, 2016

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.

NVIDIA demonstrates high-end virtual reality car rendered with OpenGL

Oct 14, 2016

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.

Khronos DevU in Seoul Korea: Vulkan All-day Tutorial

Sep 29, 2016

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.

Webinar: Vulkan Validation Layers Deep Dive video now online

Sep 27, 2016

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.

Webinar: Vulkan Validation Layers Deep Dive September 27

Sep 26, 2016

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.

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

Sep 12, 2016

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.

Page 1 of 191 pages  1 2 3 >  Last ›