OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Loading

OpenGL Headline News

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

Category: DevelopersApplicationsComments

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.

Modern OpenGL 3.0+ Tutorial Series

Category: DevelopersComments

Aug 30, 2016

This tutorial series shows you Modern OpenGL the way it is meant to be seen. Starting with setup videos and more videos to come from Sonar Systems.

Efficient GPU Rendering of Subdivision Surfaces using Adaptive Quadtrees

Category: DevelopersComments

Aug 06, 2016

How does Pixar represent objects rendered in their movies?  With subdivision surfaces. Now researchers at Activision, NVIDIA, and Stanford have published a new adaptive quadtree approach to rendering subdivision surfaces on modern GPUs.  Using OpenGL tessellation shaders, their system efficiently renders subdivision surfaces by streaming the surface patches without needing to split the patches the way prior approaches, such as OpenSubdiv 3.0, operate.  Their accompanying YouTube video shows their technique rendering state-of-the-art video game assets.

g_truc updates online Effective OpenGL

Category: DevelopersComments

Aug 03, 2016

Christophe Riccio from Unity has updated his Effective OpenGL online doc. From twitter he mentions “Surviving without gl_DrawID, cross GPU arch framebuffer BW saving, building workarounds.” Chrisophe has a wealth of other OpenGL resources. If you haven’t stumbled across his website yet, now would be a good time.

The Vulkan Interview

Category: GeneralComments

Aug 02, 2016

Red Gaming Tech had an interview with Tom Olson chair of the Vulkan Working Group, and Neil Trevett President of the Khronos Group. Tom Olson commented “We’re really eager to hear from first-generation developers about what kind of experiences they are having.” Neil Trevett wrote “the rate of Vulkan adoption has been faster than any API that Khronos has ever produced.” There’s a lot of good information on many aspects of Vulkan, head on over and read The Vulkan Interview.

Read more OpenGL news