GLUS for OpenGL and OpenVG documentation can now be found on Github. The cross platform and cross Graphic Library UtilitieS (GLUS) is an open-source C library, which provides a hardware and operating system abstraction plus many functions usually needed for graphics programming using OpenGL, OpenGL ES or OpenVG.
Intel now has drivers certified for the most advanced versions of all three open industry-defined 3D graphics APIs on Linux: OpenGL 4.5, OpenGL ES 3.2 and Vulkan 1.0. OpenGL 4.5 certification was announced 3 February 2017 on the Khronos Group's Conformant Product page.
There's a new stable release of the GTK+ multi-platform toolkit for creating graphical user interfaces (GUIs), versioned 3.22.6, which promises to work better with OpenGL ES 2.0, the standard for embedded accelerated 3D graphics.
Shaderific version 4.1 is 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 and OpenGL ES 3.0 shader programs directly on any iOS device. Version 4.1 adds full support for iOS 10. Furthermore, the release includes a new shader for Conway's Game of Life that demonstrates the use of the newly introduced custom uniforms. The cell size can be determinded and shadow effects can be enabled to provide a variety of beautiful rendering options. To provide full flexibilty to the user Shaderifc now supports importing Game of Life patterns in the form of text files. The patterns are automatically converted to textures that can be used as start configurations.
In the high-level test, the Adreno 540 GPU scored 41.4 fps (Offscreen) in Manhattan 3.1 OpenGL ES 3.1, 61.8 fps (Offscreen) in Manhattan OpenGL ES 3.0, and 114.9 fps (Offscreen) in T-Tex OpenGL ES 2.0. The scores suggest the new Adreno 540 GPU is around 30% more powerful than the Adreno 530 GPU inside the Qualcomm Snapdragon 821.
The Mali Graphics Debugger allows developers to trace Vulkan (1.0), OpenGL ES (1.x, 2.x, and 3.x), EGL (1.4), and OpenCL (1.x) API calls in their application and understand frame-by-frame the effect on the application to help identify possible issues.