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SilverLining 5.0 SDK Simulates Storm Clouds in OpenGL

Sundog Software released version 5.0 of the SilverLining Sky, 3D Cloud, and Weather SDK, featuring support for OpenGL 2.0 through 4.5. SilverLining is a C++ library that simulates real-time skies for any given time, location, and weather conditions. It implements a variety of volumetric rendering techniques to represent many different 3D cloud types in a physically realistic manner from any angle, while maintaining high frame-rates. SilverLining 5 introduces new hand-modeled storm clouds suitable for use in flight simulators. Large, natural-looking cumulonimbus thunderheads and towering cumulus clouds in various stages of development are included. SilverLining integrates into any OpenGL application easily with simple calls to initialize, update, and draw its skies, clouds, and precipitation effects. Integration code for OpenSceneGraph is included. SilverLining is widely used in the training and simulation industry, and powers the popular “SkyMaxx Pro” add-on for the X-Plane flight simulator.

Aug 18, 2017 | Read article... | Permalink

SIGGRAPH Highlights: OpenGL’s 25th, BOF Blitz Party, and News

In early August the Khronos team was at SIGGRAPH in Los Angeles, where we celebrated OpenGL’s 25th anniversary at the BOF Blitz Party. We also announced a new website, as well as OpenGL 4.6, a growing glTF ecosystem, and the Vulkan Portability Initiative. Learn more about BOF Blitz.

Aug 18, 2017 | Read article... | Permalink

Pro Tip: Linking OpenGL for Server-Side Rendering

Visualization is a great tool for understanding large amounts of data, but transferring the data from an HPC system or from the cloud to a local workstation for analysis can be a painful experience. Analyzing and visualizing data right where it is generated and using server-side rendering lets you deliver high quality visual content to any client hardware. Whether it’s a DGX station or a smartphone. With the arrival of EGL, taking advantage of OpenGL on a headless server has become even simpler, making it unnecessary to run an X server or any other tools. Slight modifications to your OpenGL context management code using EGL functions is required as described in this post.  Using EGL also requires you to link your application to different libraries. This post from NVIDIA is about how to correctly link a modern OpenGL application.

Aug 18, 2017 | Read article... | Permalink

Complete OpenGL 4.6 Core Profile Wrapper for C++11

Looking for complete set of C++11 classes to wrap OpenGL 4.6 that relies on modern Direct State Access (DSA) usage?  Try Ali Can Demiralp’s wrapper on github.com based on GLEW 2.1.  Also supports CUDA interoperation and GLM for OpenGL Mathematics.

Aug 15, 2017 | Read article... | Permalink

Google Earth Pro now defaults to OpenGL

If you decide to install Google Earth today, you will be interacting with the Pro version. In the past you had the option to switch between DirectX or OpenGL when running Google Earth on Windows, now the application defaults to OpenGL mode. Learn about the other improvements.

Aug 14, 2017 | Read article... | Permalink

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