OpenGL News Archives
NVIDIA 378.09 beta driver has enabled OpenGL threaded optimizations by default in the driver. As well the driver has added support for the ARB_parallel_shader_compile extension to allow multi-threaded compilation of GLSL shaders. Support for the Vulkan extensions VK_KHR_display and VK_KHR_display_swapchain was also added.
As you make your plans for GDC, plan to visit Khronos! Find Khronos at Booth #2419 at the GDC expo March 1-3 2017. If you use Vulkan, glTF or WebGL, then don’t miss our Developer Day Sessions on Feb 28 at GDC! Also be sure to check out our table at VRDC where we look forward to talking with you about the Khronos VR Initiative.
• Vulkan tools and resources: SDK, Validation Layers, and Vulkan Loader
• vktrace for desktop and Android
• C/C++ with Vulkan-Hpp
• SPIR-V Tools (GLSLang, SPIR2CROSS, and others)
• Keeping your GPU fed without getting bitten
• Vulkan Tutorial - We'll get into some code!
• Vulkan game development on Android - a case study from Samsung
• SV porting story from Oculus
• Panel/Q&A with ISVs, IHVs, and Presenters: Performance recommendations, practical advice, and answers to your questions
The early-registration price is CAD$149 (about US$112) through January 16. Starting on January 17 the price is CAD$199.
WGL_EXT_colorspace specification is available and implemented in GeForce 376.09 drivers. This extension enables faster support of linear rendering on Windows with OpenGL ES for physically based shading. WGL_EXT_colorspace allows rendering directly to the default framebuffer without requiring an intermediate framebuffer and extra blit to perform the linear to sRGB conversion on the default framebuffer. This extension is used in Unity 5.5 editor for OpenGL ES native emulation enabling faster iterations while developing high quality graphics on mobile.
In last week’s SIGGRAPH ASIA, Expresii showed a clever setup with a 28” 4K monitor mounted on a flexible arm that allows users to tilt and rotate the surface while watercolor paint flows down according to the inclination. The life-like flows and the ability to output at 12K resolution are all powered by OpenGL.
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 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.
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.
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.
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.
The 50th tutorial from ogldev is now available. This tutorial provides an introduction to Vulkan.
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 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
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.
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.