related stories

SilverLining 5.0 SDK Simulates Storm Clouds in OpenGL

• Tags: OpenGL openscenegraph

/assets/uploads/news/news_graphics/F-4_30-500.png

Sundog Software released version 5.0 of the SilverLining Sky, 3D Cloud, and Weather SDK, featuring support for OpenGL 2.0 through 4.5. SilverLining is a C++ library that simulates real-time skies for any given time, location, and weather conditions. It implements a variety of volumetric rendering techniques to represent many different 3D cloud types in a physically realistic manner from any angle, while maintaining high frame-rates. SilverLining 5 introduces new hand-modeled storm clouds suitable for use in flight simulators. Large, natural-looking cumulonimbus thunderheads and towering cumulus clouds in various stages of development are included. SilverLining integrates into any OpenGL application easily with simple calls to initialize, update, and draw its skies, clouds, and precipitation effects. Integration code for OpenSceneGraph is included. SilverLining is widely used in the training and simulation industry, and powers the popular "SkyMaxx Pro" add-on for the X-Plane flight simulator.

Read More

SIGGRAPH Highlights: OpenGL’s 25th, BOF Blitz Party, and News

• Tags: SIGGRAPH

In early August the Khronos team was at SIGGRAPH in Los Angeles, where we celebrated OpenGL’s 25th anniversary at the BOF Blitz Party. We also announced a new website, as well as OpenGL 4.6, a growing glTF ecosystem, and the Vulkan Portability Initiative. Learn more about BOF Blitz.

Read More

Pro Tip: Linking OpenGL for Server-Side Rendering

• Tags: EGL OpenGL

/assets/uploads/news/news_graphics/ilight_mb_logo.png

Visualization is a great tool for understanding large amounts of data, but transferring the data from an HPC system or from the cloud to a local workstation for analysis can be a painful experience. Analyzing and visualizing data right where it is generated and using server-side rendering lets you deliver high quality visual content to any client hardware. Whether it’s a DGX station or a smartphone. With the arrival of EGL, taking advantage of OpenGL on a headless server has become even simpler, making it unnecessary to run an X server or any other tools. Slight modifications to your OpenGL context management code using EGL functions is required as described in this post. Using EGL also requires you to link your application to different libraries. This post from NVIDIA is about how to correctly link a modern OpenGL application.

Read More

Complete OpenGL 4.6 Core Profile Wrapper for C++11

• Tags: OpenGL GLEW

Looking for complete set of C++11 classes to wrap OpenGL 4.6 that relies on modern Direct State Access (DSA) usage? Try Ali Can Demiralp’s wrapper on github.com based on GLEW 2.1. Also supports CUDA interoperation and GLM for OpenGL Mathematics.

Read More

Google Earth Pro now defaults to OpenGL

• Tags: OpenGL

Google has merged Earth Pro with the free Google Earth, now offering only Goole Earth Pro. Another notable change: In the past you had the option to switch between DirectX or OpenGL when running Google Earth on Windows, now the application defaults to OpenGL mode. Learn about the other improvements.

Read More

The Khronos Group is proud to announce that Antilatency has joined as the newest Contributor Member

• Tags: Members VR

/assets/uploads/news/news_graphics/antilatency-logo.png

Antilatency develops 6DoF positional tracking for AR/VR. The team believes that mobile VR should be mobile and want to give mobile headset owners the feeling of full immersion. ALT: Antilatency tracker, the main product of the company, makes these things possible.

Read More

Adding SPIR-V support to ComputeCpp

• Tags: OpenCL SPIR SYCL

Codeplay announces SPIR-V support for ComputeCpp in v0.3.0. This beta implementation of SPIR-V for OpenCL support means that developers can use SYCL and ComputeCpp to develop for any OpenCL hardware that includes a driver that consumes SPIR-V.

Read More

Vulkan DOOM 3 port based on DOOM 3 BFG Edition

• Tags: Vulkan phoronix

vkDOOM3 adds a Vulkan renderer to DOOM 3 BFG Edition. It was written as an example of how to use Vulkan for writing something more sizable than simple recipes. It covers topics such as General Setup, Proper Memory & Resource Allocation, Synchronization, and Pipelines. (source)

Read More

Understanding Vulkan objects

• Tags: Vulkan

A new post from GPU Open on Vulkan. "An important part of learning the Vulkan® API – just like any other API – is to understand what types of objects are defined in it, what they represent and how they relate to each other. To help with this, we’ve created a diagram that shows all of the Vulkan objects and some of their relationships, especially the order in which you create one from another."

Read More

GPU Caps Viewer 1.36 Released with OpenGL 4.6 Support

• Tags: SPIR OpenGL

OpenGL 4.6 adds support for SPIR-V extensions (GL_ARB_spirv_extensions) so you can tell what OpenGL extensions have corresponding SPIR-V support.  The GPU Caps Viewer has been updated to report the SPIR-V extensions of OpenGL 4.6 drivers.

Read More