With the recent release of 347.88 drivers, NVIDIA adds official support for the NV_command_list extension. This extension has already been disclosed at last year’s SIGGRAPH ASIA and just days ago at the GPU Technology Conference 2015. The GTC presentation highlights the various benefits of the extension and the new possibilities it allows. Its primary goal is to allow current OpenGL applications to leverage the hardware to its full degree by providing the quickest possible path through the driver and benefit from future graphics API trends today. When adopting new concepts such as pipeline state objects and command buffers in current OpenGL applications, developers can also familiarize themselves with these modern software approaches and the implications and possibilities they have on their software architecture. However its feature set goes beyond what other graphics APIs are offering by enhancing the draw indirect mechanism with a flexible and extensible token-based command buffer approach. The spec can be found at the NVIDIA developer site and will be posted to the OpenGL registry soon. Sample code is provided.
CL3VER, the cloud based platform for interactive 3D presentations, releases CL3VER 3.0, the new generation of the platform dedicated to engineers, architects, and other design professionals. 3.0 a much improved version of the CL3VER platform that includes WebGL GPU-based real-time lightmap technology, V-ray material support and a new scene sharing system that will speed up the production workflow for WebGL based interactive 3D presentations.
As more and more devices support the OpenGL ES 3.1 graphics feature set, there needs to be a benchmark to test these devices and see how well they do with OpenGL ES 3.1 games that take advantage of all the new features. RightWare has released its newest version of Basemark ES, which is also the only benchmark tool available on the market to test the new OpenGL ES 3.1 features -- Basemark ES 3.1.
G-Truc Creation has posted an excellent and well balanced overview of SPIR-V – The first open standard intermediate language for parallel compute and graphics. "I am looking forward to the shading language revolution that SPIR-V will lead to, one step at a time!" sums up Christophe Riccio.
Mozilla is introducing a preview of WebGL 2, which is still under development by the WebGL working group. WebGL 2 is based on OpenGL ES 3.0, and brings with it many improvements and additions to help developers create stunning visuals on the Web. WebGL 2 will raise many restrictions and add new capabilities compared to WebGL 1. For example, while WebGL 1 only required support for being able to render using 8 textures at a time, WebGL 2 raises this minimum limit to 32.