Researchers at CMU and NVIDIA have developed an open source shading language and compiler framework named Spire enhanced to support shader components for high-performance rendering. The Spire compiler can generate either GLSL or SPIR-V output for use with OpenGL and Vulkan based engines. The work interfaces with a modernmini 3D engine that supports equivalent back-ends for both OpenGL and Vulkan. The researchers will present this year’s work at SIGGRAPH next week which builds on a paper from last year’s SIGGRAPH.
Attending SIGGRAPH 2017 next week? OpenGL developers should attend this free NVIDIA session on Monday, July 31 to get the most out of OpenGL on Quadro, GeForce, and Tegra GPUs. Hear from an OpenGL expert at NVIDIA how the OpenGL continues to evolve. See how NVIDIA's Nsight developer tools make OpenGL development easier for you. Learn how your application can benefit from NVIDIA advancing OpenGL as a cross-platform, open industry standard. See this schedule for a complete list of NVIDIA content at SIGGRAPH.
One of the key differences between OpenGL and Vulkan -and something that needs careful consideration when porting to Vulkan, is the coordinate system. Vulkan requires the right hand NDC space compared to GL that requires the left hand. Learn about the KHR_VK_maintainance1 extension and see how AnKi is flipping the viewport.
• Tags: OpenGL
The newest Apple iMac 21.5-inch with Retina 4K display (mid-2017) has scored quite well on the CineBench R15 OpenGL benchmark. The 2015 21.5-inch iMac managed 47fps while the new 2017 model scored 94 fps.
Intel has released their Graphics Driver 15.46 to provide launch support, as well as bugfixes, feature updates, Computer Vision and AI application development support, and support for Windows 10 Creator’s Update features. The driver is only for Windows 10 64-bit. Intel has enabled additional OpenCL media extensions, as well as a few preview extensions. In addition, 15.46 brings support for OpenGL v4.5, Vulkan v1.0.38, and programmable sample positions in Direct3D12.
Futuremark is launching PCMark 10, their seventh major update to the PCMark series of benchmarks first launched in 2002. PCMark 10 builds upon the PCMark 8 platform, adds a few workloads and streamlines the rest in order to present a vendor-neutral, complete, and easy-to-use benchmark for home and office environments. Anandtech has a nice review showing a little bit of OpenGL and OpenCL usage.
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!
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.
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.
Nvidia released version 3.6 of the GeForce companion tool Experience. In addition to optimizing the graphics settings of all the supported games installed on your system, this update adds gameplay recording and broadcasting support for OpenGL and Vulkan games. Read the entire review on Tom's Hardware.