Join us for the first Khronos Boston Chapter Meetup at the British Beer Company in Framingham, MA on Tuesday, June 11th at 6:00PM. The event will feature a talk introducing the newly released OpenGL ES 3.0. After the talk, there will be time for demos and networking. Come learn about OpenGL ES 3.0 and meet others in the Boston area that are interested in 3D graphics with OpenGL, OpenGL ES, and WebGL.
Version 2 adds support for ETC2 and EAC textures and conversion of legacy LUMINANCE* and INTENSITY* formats when loading in an OpenGL core context. It includes KTX loader tests for OpenGL ES 3.0 and OpenGL 3.3. In addition a couple of nasty bugs have been fixed including one in the KTX writer where image rows were not padded to 4 bytes as required by the spec. Complete details of the changes are located in the OpenGL ES SDK. A new version of toktx has also been released. New features are ability to create KTX files with textures in sized internal formats and defaulting to RED and RG formats for 1 and 2 channel textures. Naturally it incorporates the bug-fixed writer from libktx. Visit the KTX home page to download these tools.
OpenGL ES 2 for Android: A Quick-Start Guide will help you find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you’d like to share with the world, then this is the book for you.
Shaderific version 3.0 now available. Shaderific is an educational app for iPad, iPhone and iPod touch that makes it possible to write, compile and test OpenGL ES 2.0 shader programs directly on any iOS device. Version 3.0 adds camera support, face detection, movie textures and video capture. Video frames provided by the built-in camera as well as movie files can be used as dynamic textures. Automatic face detection provides shader programs with access to a new uniform array containing the bounding rectangles of up to five faces. Furthermore, it is now possible to record a video of the ongoing rendering session and the video is automatically exported to the photo library.
The COLLADA working group announces that it has delivered on key objectives agreed with the COLLADA community over the last year. By working with NetAllied, the OpenCOLLADA open-source importer/exporter has been significantly upgraded to provide proven, robust operation and hosted on GitHub for free and easy adoption by tools vendors and the COLLADA community. The OpenCOLLADA SDK offers direct write and parsing import capabilities, and robust support for full COLLADA import/export, which is superior to many commercial solutions. The COLLADA working group also announced the formation of the new “glTF” project to define a final stage OpenGL Transmission Format to enable rapid delivery and loading of 3D content by OpenGL®, OpenGL ES or WebGL™ APIs. More details are available in the press release.
The Khronos™ Group today announces that COLLADA™ 1.5.0 has been published as an official ISO standard to provide a reliable, long-term international standard for 3D asset authoring and interchange. ISO SC4 TC184 has published ISO/PAS 17506 to enable developers to create tools to process COLLADA resources to import to or export from digital content creation (DCC) applications, 3D interactive applications and tool chains, prototyping tools and real-time visualization applications.
Udacity and Autodesk are now offering a MOOC on the basics of interactive 3D graphics. A MOOC is a massive open (i.e. free) online course. The self-paced course is based on WebGL through the popular three.js library. 19,000 people have signed up so far.
DiSTI’s GL Studio ES will be utilized by Jaguar Land Rover company-wide as the tool for all embedded HMI prototyping and to develop graphical user interfaces in the creation of Infotainment Centers and Rear Seat Entertainment Systems in their vehicles. GL Studio ES enables a seamless transition from prototyping, to testing, and to the deployment of graphical interfaces on embedded systems. The latest version includes a 3ds Max plug-in toolkit and a deployment capability for OpenGL ES (including Apple’s iOS).
This article introduces how to use OpenGL ES on the Android platform through either the software development kit (SDK) or the Android Native Development Toolkit (NDK) and how to decide which approach to use. The various OpenGL ES sample apps in the SDK and NDK are described as well as the Java* Native Interface (JNI), which allows you to combine Java and C/C++ components. How you decide whether you should target OpenGL ES version 1.1 or 2.0 is also discussed.