OpenGL ES related stories

Imagination announces PVRTune with support for OpenGL ES, EGL and soon Vulkan

• Tags: EGL Vulkan OpenGL ES

/assets/uploads/news/news_graphics/imagination_logo-sml.png

Imagination Technologies announces a new version of PVRTune, the PowerVR GPU performance analysis tool which provides developers with a deep level of information to help them fully understand the dynamics of their applications on mobile and embedded devices. With this release, PVRTune is now ‘API aware,’ able to retrieve and present events that have been generated by the client driver of native programming interfaces such as OpenGL ES and the EGL. PVRTune today supports OpenGL ES and EGL client drivers, with Vulkan support to follow.

Read More

Magnum graphics engine 2018.02 released with WebGL 2.0 support

• Tags:

A new milestone of the Magnum C++11/C++14 graphics engine brings WebGL 2.0 and WebAssembly, VR support, lots of niceties for Windows users, iOS port, new experimental UI library, improved testing capabilities, support for over 80 new asset formats, new examples and much more.

Read More

Screen-filling Rasterization using Screen-aligned Quads and Triangles with OpenGL

• Tags: Vulkan WebGL OpenGL OpenGL ES

/assets/uploads/news/news_graphics/scrat-screenaligned-quads-and-triangles-2.png

CG Internals published a blog article covering screen-filling rasterization using graphics hardware and modern OpenGL. The findings are applicable to OpenGL ES, Vulkan, and WebGL as well. For rendering screen-filling geometry we usually have to choose between a screen-aligned quad and a screen-aligned triangle. But - is there a difference? If so, which approach is better than the other? In this article we want to show you the differences between both approaches and offer an alternative. Following the theoretical analysis we introduce a demo program and evaluate screencasts together with multiple performance measures.

Read More

New Vulkan Benchmark test for Android

• Tags:

The 3DMark benchmark app for Android smartphones and tablets now includes a Vulkan benchmark test. Games typically make thousands of draw calls per frame, but each one creates performance-limiting overhead for the CPU. Vulkan reduces that overhead, which means games and apps can draw more objects, textures, and effects to the screen to create richer, more immersive experiences. You can now compare scores from Android devices using OpenGL ES 3.1 and Vulkan with scores from Apple iOS devices using Metal.

Read More

WebAssembly support in Magnum OpenGL graphics engine

• Tags: WebGL OpenGL

/assets/uploads/news/news_graphics/rsz_webassembly-support-and-more.jpg

The open source C++11/C++14 and OpenGL graphics engine Magnum recently added first-class WebAssembly support. An article on the official blog explains how to easily compile your C++ projects to WebAssembly, compares it to asm.js and mentions a few useful tips for best online experience. Last but not least, there's a bunch of online demos that use both WebGL 1 and 2, showing how a single codebase can be run both natively and in the browser.

Read More

Developer Guide: Vulkan and OpenGL ES: ARM Mali application developer best practices

• Tags: Vulkan OpenGL ES

The ARM Mali application developer best practices guide targets an expert developer audience, going through a list of “do's” and “don'ts” when using Vulkan API and OpenGL ES on ARM Mali.

Read More

NoesisGUI v2.0 Released

• Tags: Vulkan OpenGL

/assets/uploads/news/news_graphics/noesisGUI.png

NoesisGUI, our multiplatform game UI middleware reached v2.0. The library is now renderer agnostic. We provide a reference OpenGL implementation. Vulkan coming soon. NoesisGUI is also now free for indies!

Read More

Basemark Launches Rocksolid–Vulkan, OpenGL, OpenGL ES rendering solution

• Tags: Vulkan OpenGL OpenGL ES

Basemark launches Rocksolid, a high performance and high availability graphics rendering solution for industrial applications. With Rocksolid, customers can achieve typically 2X to 3X performance increases for their existing applications. In some cases, up to 10X performance increases have been attained. Cross-Platform and Graphics API Agnostic, Rocksolid runs on Windows, Linux, Android, macOS and uses any one of Vulkan, OpenGL, OpenGL ES, DirectX or Metal.

Read More

Android Authority talks about the challenges facing mobile VR, OpenGL ES and OpenXR

• Tags: OpenGL OpenGL ES OpenXR VR

Android Authority does a deep dive into the virtual reality revolution with hardware and software products aplenty on the market, and resources pouring in to spur on innovations. The ten minutes read touches on OpenGL, OpenGL ES and OpenXR.

Read More

OpenGL, OpenGL ES & Vulkan Tools Survey Results

• Tags: Vulkan OpenGL OpenGL ES Survey

Recently the developer ecosystem team at Samsung conducted a survey to elicit responses from developers on the tools that they are using currently on various platforms (desktop and mobile) and across APIs. The results are now posted online.

Read More