NVIDIA has provided a set of OpenGL and OpenGL ES examples illustrating various techniques and features to use in your own code. The GameWorks examples are aimed more at game developers, and run on Windows, Linux and Android. They are broken down by topic. The “NVIDIA Professional Visualization” set of examples are OpenGL based, and aimed more at the professional workstation developers. The repository is new, so expect more samples to be published soon. Linux support is being worked on. You can find the examples on Github.
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. Qt3D is built on top of OpenGL and OpenGL ES and provides a data-driven renderer configuration. In the previous article we learned about the requirements and high-level architecture of Qt3D 2.0. In order to put some of this into context and to give you a concrete example of how it looks to draw something in Qt3D using the QML API, we will now briefly show the important parts of one of the simple examples that will ship with Qt3D.
This top-view panel features John Gaeta (Lucasfilm), David Traub (Epiphany Film Fund), Neil Trevett (President Khronos Group), and Professor Michael Page, OCADU. If you are fans of The Matrix or the Lawnmower Man - this is a must-see panel. More to come here and here.
KDAB are rewriting the Qt3D module of Qt 5 to provide an easy but flexible API for easily getting 3D content into your Qt applications using either C++ or QML. Qt3D is built on top of OpenGL and OpenGL ES and provides a data-driven renderer configuration. The first of a series of blog articles introducing Qt3D 2.0 is now available.
The PowerVR Graphics SDK was previously only available through Imagination's PowerVR Insider website. You may now find the Native SDK (cross-platform OpenGL ES 1.x/2.0/3.x SDK), WebGL SDK and PVRMonitor (on-device hardware profiling tool for Android) on Github.
Go is an open source programming language that makes it easy to build simple, reliable, and efficient software and has just hit v1.4. The OpenGL ES bindings are deliberately minimal, staying as close the C API as possible. The semantics of each function maps onto functions described in the Khronos documentation. One notable departure from the C API is the introduction of types to represent common uses of GLint: Texture, Surface, Buffer, etc.
The Khronos Group will be at SIGGRAPH Asia this coming weekend. Neil Trevett, Khronos Group President and VP of Mobile Content at NVIDIA will be speaking. There will be a panel session "Next Frontiers For Interactive Applications" on Saturday followed by a tech-talk "What's Next In Graphics APIs?" on Saturday December 6th which will cover the rapidly changing landscape of acceleration APIs for mobile devices and the Next Generation OpenGL Initiative first revealed at SIGGRAPH 2014.
Rightware launched Basemark ES 3.0, a new benchmarking software that enables professional and objective performance comparisons of mobile devices that feature the new OpenGL ES 3.0 graphics API. This API can be found in the latest popular Android and iOS smartphones and tablets and it enables unprecedented graphical fidelity in graphically rich apps such as games and navigation.
Organized by The Immersive Technology Alliance, the Immersed conference features two days of sessions by worldwide virtual reality (VR), augmented reality (AR), and 3D experts. Some of the international speakers include John Gaeta (The Matrix Trilogy Academy Award winner, Lucasfilm), Mary Spio (Next Galaxy), Neil Trevett (The Khronos Group, Nvidia), Scott Broock (Jaunt), Shannon Blake Gans (New Deal Studios), Karl Krantz (Silicon Valley Virtual Reality), and more. Canada’s Habib Zargarpour (Creative Director, Microsoft Studios), Gord Harris (Christie Digital), David Nalasco (AMD), James Milward (Secret Location), Ana Serrano (Canadian Film Centre Media Lab), Ray Sharma (XMG Studio), James Stewart (Geneva Film Company), and more will also be speaking. Temporary code “ImmerseMe” reduces registration by $75. Deeply discounted exhibition options available for qualified early start-ups requiring media and investment group attention. Free exhibition opens to the general public on the Sunday afternoon. Limited space! Register for free online and in advance.
The latest PowerVR SDK v3.4 includes several exciting new features, including the addition of the latest compilers for PowerVR Series6 (FP16 and FP32) and Series6XT GPUs to PVRShaderEditor, providing more up-to-date shader profiling. PVRShaderEditor also adds new functionality to access the GLSL disassembly for these compilers as well as full instruction set documentation for PowerVR Rogue GPUs. A new WebGL SDK has been included in the package.